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=League Affiliations= ==Emberg: The Treacherous Kin== ''A League that came into being at the end of the Great Crusade and took shape during the Horus Heresy, the Squats that make up the League of Emberg are seen as irredeemable traitors to the entirety of their kin for siding with the fallen Primarch of the Sons of Horus. Worshiping the minor Chaos God Hashut, these Chaos Squats are cruel slavers who create twisted mutants and murderous daemon engines. Sometimes even Chaos Space Marines and particularly powerful cults will ask them for some of their works for battle. Needless to say, other Squat Leagues collectively treat them as a stain on the honour of their entire race. A stain that can only be removed with fire and chainaxe.'' *''Touched by the Eye'' - Characters in this detachment have the Champions of Chaos rule as per Chaos Space Marines. If the Chaos Spawn result is rolled, then replace the model with a Bull Centaur (losing any equipment that Bull Centaurs cannot be equipped with, Iridium and Exo-Armor becomes Carapace Armor), if the Daemonic Ascension result is rolled, replace the model with an Ancestor Lord (retaining all equipment). In addition, Psykers from a League of Emberg detachment lose access to the Stonemind and Daemonology (Santic) discipline but gain access to the Hashut and Daemonology (Malefic) discipline. *''Legacy of Interaction'' - Add Hatred (Chaos Space Marines, Chaos Daemons and Renegades and Heretics) 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. ===Hashut=== *'''Breath of Hatred''' ::Warp Charge 1 ::Breath of Hatred is a '''Blessing''' that targets one allied unit within 18". Whilst this power is in effect, the target unit re-rolls failed To Hit rolls. If the target is already re-rolling failed To Hit rolls for whatever reason then they re-roll failed To Wound rolls. *'''1: Burning Wrath''' ::Warp Charge 1 ::Burning Wrath is a '''Witchfire''' that uses the following profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Burning Wrath | 12" | 5 | 5 | Assault d6, Soul Blaze, Ignores Cover |- |}<br style="clear: both; height: 0px;" /> ::Alternatively an extra warp dice may be used (up to the caster's mastery level) to add an additional d6 to determine the number of shots per dice. *'''2: Dark Subjugation''' ::Warp Charge 1 ::Dark Subjugation is a '''Malediction''' that targets one enemy unit within 24" and forces a leadership check on a -3 penalty, on a failure that unit loses one point of leadership for the rest of the turn. Cumulative failures stack, down to a minimum of two. *'''3: Curse of Hashut''' ::Warp Charge 2 ::The Curse of Hashut is a '''Focused Witchfire''' that targets a single enemy model within 18". The target suffers hits equal to 2D6 minus its Toughness, with the hits wounding on 4+ and ignoring armor saves. *'''4: Hell Hammer''' ::Warp Charge 1 ::Hell hammer is a '''Witchfire''' that uses the following profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Hellhammer | 24" | 6 | 4 | Assault 1, |- |}<br style="clear: both; height: 0px;" /> ::Alternatively an extra warp dice may be used to use the Large Blast template *'''5: Ash Storm''' ::Warp Charge 2 ::Ash Storm is a '''Malediction''' that targets a single enemy unit within 24" The target suffers a -1 penalty to its WS and BS and counts all terrain as dangerous terrain. *'''6: Flames of Hashut''' ::Warp Charge 3 ::Flames of Hashut is a '''Witchfire''' That uses the following profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Flames of Hashut | Infinite | 8 | 2 | Assault 1, Blast, Ignores Cover, Soul Blaze, Twin-linked |- |}<br style="clear: both; height: 0px;" /> ::The spell may be increased to a cost of four warp charges to instead use the large blast template. ===League Specific Units=== '''Mark of Hashut''' - The Mark of Hashut focusses and amplifies the Hatred and contempt that the bearer feels towards his foes. Models from this detachment may purchase the Preferred Enemy special rule for the points cost below. *Independent Characters: 10pts *Thunderers, Squat Bikes, Clanless Refugees, Sappers and Warriors: 1pt per model *Hearthguard: 2pts per model *Exo-Warriors, Support Weapon Teams and Attack Bikes: 3pts per model *Bull Centaurs: 5pts per model *Decimator Daemon Engines and Iron Brothers: 15pts '''Daemon Engines''' - Decimator Daemon Engines, Defilers, Forgefiends, Maulerfiends and Heldrakes may be taken in a League of Emberg detachment, (see Codex: Chaos Space Marines and Imperial Armor Volume 13). Decimator Daemon Engines in a League of Emberg detachment may not be dedicated to any chaos god. In addition, all Heavy Flamers wielded by these units get replaced with Heavy Fusion Projectors, all Lascannons get replaced with either Coil Cannons or Seismic Cannons, all Reaper Autocannons and Twin-linked Heavy Bolters get replaced with Twin-linked Shot Cannons and all Hades Autocannons get replaced with Rotary Shot Cannons. <br>'''Chaos Icons and Rewards''' - Independent Characters from this detachment have access to the Chaos Rewards list from Codex: Chaos Space Marines and a few additional unique Chaos Rewards. (Items from Codex Chaos Space Marines are not reprinted here) *'''Icon of Hashut''' - The Dark Banner of the loathsome deity of the Chaos Corrupted Squats, this Banner is well known for its ability to twist and alter sorcery. The Icon of Hashut allows all friendly warp dice rolled within 12" of the user to reroll rolls of 1, whether they are for casting or denying. In addition, a unit with an Icon of Hashut also adds +1 to your total when determining assault results. Thanes may take an Icon of Hashut for 20 points. This may not be taken with a Battle Standard. *'''Brazen Bull of Hashut''' - A Skull Faced, metallic bull like creature with wicked teeth and a well kept beard of shining metal, a Brazen Bull of Hashut is offered to his most favoured Champions to serve them if they can tame it. The Brazen Bull offers +1T, +1 Wound, a +2 base strength Hammer of Wrath attack and the model becomes cavalry. Independent Characters that are not riding a Bike or wearing Exo-Armor may ride a Brazen Bull of Hashut for 35 points. *'''Daemonic Possession''' - The Sorcerers, Engineers and Ancestor Lords of the League of Emberg frequently bind warp entities into their vehicles and weapons as means to make them tougher and stronger. The vehicle ignores the result of Crew Stunned and Crew Shaken effects on a 2+. Embarked units are still affected by these results. Roll a D6 each time a unit embarks on a vehicle with the Daemonic Possession upgrade (including rolling at the start of your first turn if the unit begins the game embarked upon the vehicle). On a roll of 1, the Daemon devours a randomly chosen model in the unit, removing that model as a casualty. The vehicle then recovers one Hull Point lost earlier in the battle. Add Daemonic Possession to the Vehicle Wargear list, costing 20 points. '''Charonite Claws''' - When the League of Emberg first made the Bull Centaurs, they equipped these powerful mutants with the same Charonite Claws used by the Charonites of the Imperium's Auxilia, bonded in place of the Bull Centaurs own hands and forearms. The design is meant to amplify the super-human strength of an Ogryn and can work just as well at doing so with a Bull Centaur, crushing and ripping through armor plate and ceramite with ease. If a Bull Centaur can get ahold of a target with both 'hands', they are designed to retract apart from each other, savagely dismembering the victim. *Profile (Range: -, Strength: +1, AP: 3, Rules: Melee, Specialist Weapon, Flesh Ripper) **''Flesh Ripper'' - Any rolls of 6 To Hit are AP 2 and have the Instant Death special rule. '''Golem Ray Gun''' - Used by the twisted creations of the League of Emberg, the Chaos Golem Androids of Hashut, the Golem Ray Guns are a combination of advanced las-technology and warp energies. These heavy weapons have two firing modes, and each is lethal towards anything that does not have at least a Storm Shield, or has the durability of a Leman Russ Battle Tank. Even then everything falls when met with concentrated blasts from these laser weapons. In case the golems need to fight in melee, each of those weapons have build in Mining Tools. The Golem Ray Gun has the following profile: *'''Anti-Infantry''' - Profile (Range: 30", Strength 4, AP: 3, Rules: Heavy 3, Rending, Fleshbane, Ignores Cover) *'''Anti-Vehicle''' - Profile (Range: 30", Strength 5, AP: 2, Rules: Heavy 1, Rending, Armourbane, Lance) ====Sorcerer of Hashut==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"In his flames we are reborn, in his fires you will burn."'' <div class="mw-collapsible-content"> Sorcerers of Hashut are a unique group in the strongholds of Emberg. The first of these psykers appeared after their ancestors pledged their allegiance to Horus and Hashut. Hashut, seeing the potential in Squats, as well as witnessing how powerful Living Ancestors were, he shared his knowledge with the newly established League of Emberg. The damming wisdom and blasphemous knowledge he bestowed them caused some among them to develop psychic powers. A unusual phenomena considering that Squats do not become psykers before attaining the status of Living Ancestor. Both the Ancestors and Imperial scholars privy to certain secrets, especially those among the Inquisition and the Ordo Malleus even more so, theorize that this might be less of gaining unexpectedly the powers and more with an indication that the Squat was born to become an Ancestor. This does have a lot of ground to it as Ancestor Lords of Emberg are more common on the battlefield than those of other Leagues, also making everyone come to the conclusion that at one point, every Ancestor in Emberg's ranks was a Sorcerer of Hashut. More common than the Ancestor Lords among them, Sorcerers of Hashut are however weaker since they did not accumulate enough wisdom and life-experience to manifest the same level of powers the old timers did. However there are those that do achieve a a level of power equal to that of their Ancestors, but it is always the results of powerful, yet extremely deadly set of rituals. Rituals that often result in a horrifying fate for those that Hashut considers arrogant for thinking themselves worthy of greater power. Those that do survive the experience are seen often with jealousy by their peers, yet at the same time awed by them. Although arrogant and cruel even by the standards of Emberg, the sorcerers are even more respectful towards their Living Ancestors. When not on the battlefield spreading destruction and misery on those who had the misfortune to become Emberg's next prey, the Sorcerers will often work in their arcane workshops on creating new and deadlier wargears, experiment with new warp-based psychic artifacts they create, or work together with the Emberg Engineers when binding daemons into their machines. Sometimes however these sinister individuals will gather in the places called the Flame Spires, enormous towers that are build deep underground close to the molten parts of a planet the Chaos Squat stronghold is located. Towers so great and massive that if it were not for the fact that they were underground, they would rival the largest Imperial Hive Cities in length alone and which spew fire and magma while having an aura of sheer hate emanate from them. Here the sorcerers, along with the Ancestors, gather to either discuss the next course of action of the stronghold world or to enact rituals to either communicate with Hashut, or to increase the power of a sorcerer or simply to sacrifce slaves to the Dark Father of Flames for boons and favors. </div> </div> '''Battlefield Role''' - Headquarters <br>'''Points Cost''' - 60 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Sorcerer of Hashut | 5 | 4 | 3 | 4 | 2 | 3 | 2 | 10 | 5+ | Infantry (character) | 1 Sorcerer of Hashut |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Emberg) *Independent Character *Psyker (Mastery level 1) '''Wargear:''' *Flak Armour *Shot Pistol *CCW *Frag Grenades *Krak Grenades '''Options:''' *May select items from the Special Issue Wargear, Chaos Rewards, Icons of Chaos or Tech Relics lists in the armoury at the points cost indicated. *May be upgraded to a Psyker (Mastery Level 2) (25pts) *May replace his Flak Armour, Shot Pistol, Frag Grenades and Krak Grenades with Squat Exo-Armour, and an Auto-shot rifle (40pts) *If not wearing Exo-Armour then the Sorcerer of Hashut may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists. *If not riding a Bike then the Sorcerer may select items from the Heavy Weapons list. *If wearing Exo-Armour then the Sorcerer of Hashut may select items from the Exo-Suit Melee Weapons or Exo-Suit Ranged Weapons lists. '''Psychic Powers:''' A Sorceror of Hashut may generate powers from the ''Biomancy, Daemonology (Malefic), Divination, Hashut, and Pyromancy'' disciplines. ====Bull Centaurs==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> WE SMASH PUNY MARINES!!! - Gorgoloth. Bull Centaur Champion while fighting Grey Knights during the Manakai Massacre <div class="mw-collapsible-content"> Vile and abominable brutes, Bull Centaurs are the genetic creations of Emberg. Former Chaos Squats that either volunteered or were forced into being transformed into giant, massive centaur-like monsters. Back during the later stages of The Great Crusade and the early days of the Horus Heresy, the Squats that joined the side of Warmaster Horus, and who would found the hated League of Emberg in the future, were given new capabilities when they came into contact with the presence of Chaos. Yet unlike certain Traitor Legions who chose one of the four main Chaos Gods, the League of Emberg chose a minor Chaos entity calling itself Hashut. With its help, the first Chaos Squats unlocked new paths in science and technology. Among this was using warp energies to alter some of their hardened warriors via controlled mutations and genetic modifications. These resulted in the first Bull Centaurs to come into being. Bull Centaurs are so big and massive that they even tower over Ogryns (though being equally mentally challenged) and matched by Space Marine Centurions. Their toughness even outmatches that of an Ogryn their great constitution allows them to ignore small and medium firearms. The mass of a Bull Centaur is also a great factor in how terrifying the monstrosity is. Combined with the enormous strength, a charge from one will trample everyone smaller than the brute and smash through any obstruction or obstacle. Luckily they are not so wide-spread since the procedures that turn a Chaos Squat into a Bull Centaur is time-consuming and not every one who takes part in the transformation process survives. Nevertheless, one who fights the Squats of League Emberg must be prepared that he and his soldiers will meet groups of these monsters on the battlefield, thus it is required to bring the heaviest imaginable weapons to bear against the Bull Centaurs if anyone does not want to see their forces trampled to paste. </div> </div> '''Battlefield Role''' - Elites <br>'''Points Cost''' - 135 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Bull Centaur Render | 5 | 3 | 5 | 6 | 3 | 1 | 3 | 8 | 5+ | Beasts | 3 Bull Centaurs Renders |- | Bull Centaur Ba'hal | 5 | 3 | 5 | 6 | 3 | 1 | 4 | 9 | 5+ | Beasts (Character) | - |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *League Affiliation (Emberg) *Hardy Souls for Hardy Men *Very Bulky *Hammer of Wrath '''Wargear:''' *CCW *Frag Grenades *Flak Armor '''Options:''' *You can add up to three additional Bull Centaurs to the squad (45pts each) *One Bull Centaur may be upgraded to a Bull Centaur Champion (10pts) *The entire unit may exchange their Flak Armor for Carapace Armor (5pts each) *Any model may be given one of the following options: **Combat Shields (5pts) **Additional Close Combat Weapon (5pts) **Forge Weapon (10pts) **Boarding Shield (10pts) **Shot Cannon (15pts) ^ **Power Weapon (20pts) **Power Pick (20pts) **Charonite Claws (25pts) ^Shot Cannons used by Bull Centaurs have a 12" range and are Assault 4 weapons. ====Golem Androids of Hashut==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"Wait. Are those Necrons fighting alongside those Chaos Squats!?" - Last words of Colonel Manfred of the Iktal V Planetary Defense Force'' <div class="mw-collapsible-content"> With their alliance to Warmaster Horus, the first Squats that would later make the League of Emberg gained access to abilities and skills that their Imperial Loyalist kin did not have. Under the guidance of Hashut, whom they chose over any other of the four major Chaos Gods, the Chaos Squats made many terrifying weapons of war and abominable creatures to sow suffering among those who would stand in their way. Besides of the Bull Centaurs, who are the results of genetic mutations through warp powers, their other great success has been the Golem Androids of Emberg. For strange reasons easily mistaken for Necrons at first glance, Golem Androids do share some similarities with them. Both are mechanical humanoids that look like skeletons. Both share a terrifying resilience and are very destructive, yet this is where the similarities end. The androids are made of a mixture of plasteel and iridium as opposed to the necrodermis from which Necron bodies are made. While Necrons are soulless and mostly emotionless, inside each such construct of Emberg there is a daemon that was shackled, rammed into the mechanical body and forced to obey the orders of their creator. Although powerful, Golem Androids will at best try to pervert the orders given to them to spite their master. At worst they will try to outright rebel to gain their freedom. Armed with an impressive array of weapons and arcane technologies tainted by warp energies, Golem Androids are a dreadful and difficult enemy due to their daemonic nature. The constructs can even still channel the powers they had as daemons. Due to their rebellious nature, the Chaos Squats need either a Sorcerer or Guild Engineer to ensure that they obey. Yet once the Controller is slain, the androids will try to defy the orders given to them or outright turn against those who once thought of themselves as the Golem's masters. While they are just as capable of soaking up damage just as the Bull Centaurs, these mockeries of the Machine Spirit are not possessed of their brutish cousins rage, instead being slow and methodical in destroying their enemies. Only with the complete vaporizing of their mechanical bodies may these malevolent constructs be defeated. </div> </div> '''Battlefield Role''' - Heavy Support <br>'''Points Cost''' - 180 {|border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition |- | Golem Android || 4 || 3 || 4 || 5 || 2 || 2 || 2 || 9 || 3+/5++ || Infantry || 3 Golem Androids |} <br style="clear: both; height: 0px;" /> '''Wargear''': *Golem Ray Gun *Rock Drill '''Special Rules''': *League Affiliation (Emberg) *Fearless *Hatred *Slow and Purposeful *Daemon *Move Through Cover *Very Bulky *Rebellious: Unless it includes a Guild Engineer with the League Affiliation (Emberg) special rule or a Sorcerer of Hashut, an unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a roll of a 4+, this special rule has no effect this turn. On a roll of a 2 or 3, the unit is rebelling until the start of its following turn. A rebellious unit may not voluntarily move, shoot or charge. A rebellious unit must still complete compulsory moves, such as Pile In and Fall Back moves. On a roll of 1, the unit's control transfers to your opponent until the start of your next turn (though the opponent can still shoot at and charge the Golems, the Golems will still make attacks back if locked in combat with your opponents units only). Independent Character that are not a Guild Engineer from the League of Emberg or a Sorcerer of Hashut cannot join a unit of Golem Androids that do not contain the aforementioned units. It is too risky! '''Options''': *May include up to 3 additional Golem Androids (60pts each) *Any Golem Android may replace their Rock Drill with a: **Rock Saw (5pts) **Rock Cutter (5pts) ==Thor: The Lords of Plenty== ''Known for being successful merchants and artisans, the influence of the League of Thor is felt throughout all known Squat Leagues. As the most influential of all leagues, the Squats of Thor see it as their "duty" to present themselves as the face of the Squat race, and tend to do so with grand displays of wealth and power. This tendency to "show off", as some of the older members of other leagues call it, has strained relationships between the League of Thor and the other leagues. Despite their collective reputation as trumped-up popinjays, the League of Thor has particularly battle-hardened warriors, and their access to cybernetics adds up to their capability to soak up everything thrown at them.'' *''Cybernetic Wealth'' - Models in this detachment have the Feel No Pain (6+) special rule. If they already have Feel No Pain from another source then the add 1 to all Feel No Pain rolls. *''Display of Ostentation'' - Thunderers may be chosen as Non-Compulsory Troops choices in Battle-Forged armies. ===League Specific Units=== '''Slug Weaponry:''' Rather than the ubiquitous high density buckshot that most Squat infantry weapons use, the League of Thor has frequently made use of solid slugs in their armoury. While being more expensive and time consuming to make than regular ammunition, and having a lower reliability in wounding their opponents, the payoff is well worth it to the League of Thor as the solid slug rounds are not only longer ranged, but also have a much increased chance of penetrating armour and a well placed shot can even pierce straight through an enemy's vital organs. Most of the Slug weapons involve simply loading a different round into a regular Shot Weapon, making it very easy to swap between the different ammunition types during a campaign. The only exception to this is the Slug Rifle which has been given a longer barrel, stabilizing bipod and a heavy stock, making it akin to the Sniper Rifles used by the Imperium. *'''Slug Rifle''' - Profile (Range:36", Strength:X, AP:5, Heavy 1, Sniper) *'''Slug Cannon''' - Profile (Range: 48", Strength:7, AP:4, Heavy 2) *'''Rotary Slug Cannon''' - Profile (Range 48", Strength:7, AP:4, Heavy 4, Rending) *'''Heavy Rotary Slug Cannon''' - Profile (Range 72", Strength:8, AP:3, Primary Weapon 4, Large Blast Slug Rifles are added to the Heavy Weapons list, costing 5 points each. Slug Cannons are added to the Heavy Weapons and Exo-Suit Ranged Weapons list, costing 10 points each. Any Vehicle, Building or Support Weapon may replace any equipped Shot Cannon with a Slug Cannon (if the Shot Cannon is twin-linked, the Slug Cannon is twin-linked), replace any equipped Rotary Shot Cannon with a Rotary Slug Cannon and replace any equipped Heavy Rotary Shot Cannon with a Heavy Rotary Slug Cannon for free. Iron Brother Walkers may replace any equipped twin-linked Shot Cannon with a twin-linked Slug Cannon for 5 points each. ====Longbeards==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> '''Battlefield Role''' - Elites <br>'''Points Cost''' - 100 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition |- | Ranger || 4 || 4 || 3 || 4 || 1 || 2 || 2 || 10 || 4+ || Infantry || 4 Rangers |- | Longbeard || 4 || 4 || 3 || 4 || 1 || 2 || 2 || 10 || 4+ || Infantry (Character) || 1 Longbeard |} <br style="clear: both; height: 0px;" /> :'''Special Rules''': *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Thor) *Scouts :'''Wargear''': *Carapace Armour *Slug Rifle *Shot Pistol *Survey Glass *Frag Grenades *Krak Grenades :'''Options''': *May add up to five additional Rangers for (20pts/model) *The entire unit may exchange their Carapace Armor for Flak Armor and the Infiltrate and Move Through Cover special rules (free) *The entire unit may take: **Chameleon Cloaks (2pts each) **Combat Shields (3pts each) **Boarding Shields (5pts each) ====Gugnir Heavy Artillery==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> '''Battlefield Role''' - Heavy Support <br>'''Points Cost''' - 250 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Unit Composition |- | Gugnir Heavy Artillery || 3 || 13 || 11 || 10 || 4 || Vehicle (Tank, Heavy) || 1 Gugnir Heavy Artillery |} <br style="clear: both; height: 0px;" /> :'''Special Rules''': *Anchor Points: A vehicle with this special may anchor itself to the ground with a series of advanced gyro-stabilisers, or release any anchors it has already placed. This is an action that consumes the vehicles movement phase, and prevents it from moving so long as it is anchored. While anchored all Thudd Guns and Ion Annihilators gain the Twin-Linked special rule and may be fired normally regardless of the use of Ordnance weapons. Should an anchored vehicle be rammed or tank shocked by a non super-heavy vehicle, both vehicles suffer an automatic glancing hit before the result of the ram attack are known, if the ramming vehicle is a super-heavy the anchored vehicle is instead immediately destroyed. :'''Wargear''': 4 Thudd Guns :'''Options''': *May replace two Thudd Guns with an Ion Annihilator (this may be done multiple times) (free) *May take a hull mounted: **Shot cannon (10pts) **Heavy Fusion Projector (10pts) **Twin-linked Ion Rifle (20pts) **Coil Cannons (20pts) **Seismic Cannon (20pts) *May take items from the Vehicle Wargear list. ====Albatross Gyrocopter==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"You go to war in this thing? What kind of ponce combines a machine of war with a luxury craft?"'' <div class="mw-collapsible-content"> From the outside, the Albatross Gyrocopter looks like a typical war machine, on the scale of the Storm Eagle gunship used by the Adeptus Astartes of the Imperium. From the inside, one would believe themselves to be inside a luxury craft, with plush carpets, an aerial corrections system that ensures a smooth ride in even the most turbulent conditions, grox leather seats, a granite table, a corner devoted to storing ample gourmet food and beer and other luxuries fitting the tastes of the owner. The truth is that the Albatross was built to be able to perform both of these roles, ferrying important people in times of peace and rapidly transporting and deploying Warlords and their Hearthguard or Exo-Warriors in times of war. The Albatross has been poorly received by the other leagues with few individuals wishing to get ahold of the plans to build their own. It is considered a symbol of the decadence of Thor, even by some of the Longbeards within the league. Though many of the luxuries such as the granite table get removed during times of war for the sake of simple practicality, the image of a decadent neidermeyer who wishes to sit in the lap of luxury while his fellow Squats die around him has been permanently embedded into the psyche of all who are not Thor. </div> </div> '''Battlefield Role''' - Heavy Support <br>'''Points Cost''' - 190 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! HP ! FA ! SA ! BA ! Unit Type ! Composition ! Combat Role ! Pursuit ! Agility |- | Albatross Gyrocopter | 3 | 4 | 12 | 12 | 12 | Vehicle (Flier, Hover) | 1 Albatross Gyrocopter | Attack Flyer | 3 | 2 |- |} <br style="clear: both; height: 0px;" /> :'''Transport Capacity''': 20 Models :'''Access Points''': Rear Ramp :'''Special Rules''': *Assault Vehicle *Power of the Machine Spirit *Vector Dancer :'''Wargear''': *Rotary Shot Cannon (Hull Mounted) *Twin-linked Shot Cannon (Nose Mounted) :'''Options''': *May exchange the Rotary Shot Cannon with one of the following: **Rotary Slug Cannon (free) **Rapier Destroyer (10pts) **Ion Cannon (20pts) **Heavy Coil Cannon (25pts) *May exchange either of the Twin-linked Shot Cannons for a: **Twin-linked Slug Cannon (free) **Cyclone Missile Launcher (25pts) *May take one of the following options: **4 Hunter-Killer Missiles (40pts) **Two Twin-linked Coil Cannons (60pts) *May choose equipment from the Aircraft Armory list. ==Grindel: The Unbreakable Ones== ''The League of Grindel can be considered a particularly jaded group among the Squats. The bearded ones from this league suffered certain "misunderstandings" from other leagues, and while there are none left alive from this time, hushed stories and bitter tales abound of the cruelty they suffered at the hands of the amassed leagues, although none are spoken of with as much vitriol as the League of Thor. To this day these Squats hold an unyielding grudge towards their kin. It is only in the most dire times the League would put aside their differences and fight along the rest of the Leagues. The suffering the Squats of Grindel endured made them into a force that will never back out of a fight no matter how devastating it would be or when retreat would be the most preferable of options. *''Learned from Subjugation'' - Add Hatred (Squats) to the list of Bitter Hatred enemies, in addition, all Ancestor Lords and Thanes may be upgraded with the Stubborn special rule for 5 points and Warlords may replace the Stubborn special rule with Fearless for 5 points. *''Humiliated, but NOT BROKEN'' - Models from this detachment roll 3D6 when making Morale tests and discard the highest dice. In addition, the League of Grindel ally with Squats from other leagues as Allies of Convenience. ===League Specific Units=== '''Rod Weaponry:''' The guns wielded by the infamous Rad Troopers are ordinary Shot weapons and missile launchers. What makes them extremely dangerous (to both the targets and the users) is the ammunition used, firing deadly radioactive material. Those struck by such deadly weapons, if they survive the initial blast, will suffer from radiation sickness as the particles emitted by the ammunition are released into surrounding flesh. *'''Rod Rifle''' - Profile (Range:24", Strength:3, AP:-, Rapid Fire, Poisoned (3+), Irradiating Ammo) *'''Rod Carbine''' - Profile (Range:12", Strength:3, AP:-, Assault 2, Poisoned (3+), Irradiating Ammo) *'''Rod Long Rifle''' - Profile (Range:36", Strength:-, AP:5, Heavy 1, Poisoned (3+), Irradiating Ammo, Sniper) *'''Rod Cannon''' - Profile (Range:48", Strength:4, AP:3, Heavy 1, Poisoned (3+), Irradiating Ammo, Blast) **'''Irradiating Ammo''': At the end of any phase any unit that suffered one or more wounds from these weapons must make a Toughness test. On a failed test the unit's toughness is treated as 1 lower for the rest of the game. This penalty is cumulative. '''Vulcan Weaponry:''' Known as Phosphex weaponry to the Imperium and its production a jealously guarded secret, the Squats of the league of Grindel are the only ones both capable and willing to use such destructive and dangerous weapons. Vulcan weapons take the form of bombs or shells containing a corrosive, toxic and flammable compound that is nearly impossible to extinguish short of exposure to the void. When released it rapidly expands into a burning mist that is attracted to movement, igniting metal, devouring flesh and tainting the environment it is exposed to. *'''Vulcan Grenade''' - Profile (Range:8", Strength:5, AP:3, Assault 1, Blast, One Use Only, Poisoned (3+), Crawling Fire, Lingering Death) *'''Vulcan Eruptor''' - Profile (Range 36", Strength:5, AP:3, Barrage, Ordnance 1, Large Blast, Poisoned (3+), Crawling Fire, Lingering Death) *'''Vulcan Bomb''' - Profile (Range -, Strength:5, AP:3, Bomb 1, Blast, Poisoned (3+), Crawling Fire, Lingering Death, Deadly Cargo, One Use Only, Bomb Cluster) **'''Crawling Fire''' - After the blast marker for this weapon is placed, the firer may move the marker up to 2" in any direction as long as this would cover more models than previously. **'''Lingering Death''' - When a blast weapon with this rule is used, after the attack is resolved, leave the marker in place for the rest of the game. This area is now treated as Dangerous Terrain for all models with a toughness value and Open-Topped vehicles **'''Deadly Cargo''' - If a flyer carrying unused weapons with this special rule takes Hull damage but is not destroyed, roll a D6. On a roll of 6 the flyer suffers an Explodes! result on the vehicle damage chart. Vulcan Grenades are added to the Special Issue Wargear list, costing 10 points each in which a model can take up to three. Retributors may replace their Ion Annihilator with a Vulcan Eruptor for 30 points. Eagle Gyrocopters may replace Six Tactical Bombs with 2 Vulcan Bombs. Overlord Airships may replace 12 Heavy Bombs for 6 Vulcan Bombs for free up to four times. ====Oathstone Chariot==== '''Battlefield Role''' - May be taken as a Dedicated Transport for a Warlord, Ancestor Lord or Thane with the Stubborn special rule. <br>'''Points Cost''' - 30 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Unit Composition |- | Oathstone || 4 || 11 || 11 || 11 || 3 || Vehicle (Skimmer, Open-Topped, Transport, Chariot) || 1 Oathstone |} <br style="clear: both; height: 0px;" /> :'''Special Rules''': *The Oathstone: All friendly Squat units within 12" of the Oathstone have the Stubborn special rule. :'''Wargear''': Shot Cannon :'''Rider''': 1 Squat Warlord, Thane or Ancestor Lord :'''Options''': *May replace Shot Cannon with a: **Heavy Fusion Projector (free) **Missile Launcher with Krak & Mole warheads (+5pts) ***May take Flakk Missiles (+10pts) **Twin-linked Ion Rifle (+10pts) **Coil Cannon (+10pts) **Seismic Cannon (+10pts) ====Rad Troopers==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"This is a heavy duty. For your sake I hope you wash-out."'' - Unnamed Vengeance Bringer to a potential Rad Trooper. <div class="mw-collapsible-content"> During the bitter wars between the various Squat holds, Grindel was rad-bombed into a blasted oblivion. Squats have long, bitter memories and some are spiteful enough to use weapons that will eventually kill them in order to visit the same suffering on their foes. hence the formation of the Rad Troopers, a unique unit of young and fanatical Squats who have grown up on stories of the hardship that Grindel has suffered. Squats of any renown are barred from this unit, being told that they are better off putting any skills they have to other uses while any Vengeance Bringer that is present is one that has miraculously survived a long time in the unit. The life of a Rad Trooper is one of suffering, the weapons they wield will eventually kill them and the rest of Squat society shuns them, treating them as leppers. </div> </div> '''Battlefield Role''' - Elites :'''Points Cost''' - 90 points {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition |- | Rad Trooper || 4 || 3 || 3 || 4 || 1 || 2 || 1 || 9 || 4+ || Infantry || 5 Rad Troopers |- | Vengeance Bringer || 4 || 3 || 3 || 4 || 1 || 2 || 2 || 10 || 4+ || Infantry(Character) || - |} <br style="clear: both; height: 0px;" /> :'''Unit Composition''': 5 Rad Troopers<br> :'''Unit Type''': Infantry (Vengeance Bringer is a Character)<br> :'''Special Rules''': *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Grindel) *Stubborn *Self-Destructive: Independent Characters cannot join a unit of Rad Troopers. '''Wargear''': *Rod Carbine *Shot Pistol *Carapace Armour *Frag Grenades *Krak Grenades :'''Options''': *You can add up to 5 Rad Troopers to the squad (18pts each) *Any model may replace their Rod Carbine with a: **Rod Rifle (free) **Rod Long Rifle (5pts) *Up to four models may replace their Rod Carbine with a Rod Cannon (20pts) *The entire squad may be upgraded with: **Chameleon Cloaks (2pts each) **Combat Shields (3pts each) **Boarding Shields (5pts each) *One Rad Trooper may be upgraded to a Vengeance Bringer (10pts) *A Vengeance Bringer may take items from the Melee Weapons list. *A Veteran may take Melta Bombs (5pts) *A Veteran may purchase up to three Vulcan Grenades (10pts each) *May take a Rhino as a Dedicated Transport. ====Thrush Light Gyrocopter==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''DAMNATION!! I ordered you wretches to guard the supplies and you let those midgets BLOW EVERYTHING UP!! I DO NOT CARE THAT IT WAS TOO FAST TO REACT, YOU ARE THE NEXT TO BE TURNED INTO FUEL FOR THE LORD OF SKULLS!!!'' - Chaos Lord Khardak of the World Eaters to a mob of cultist meatshields <div class="mw-collapsible-content"> Much smaller than the usual Gyrocopters used by any other hold, the Thrush is a smaller and more mobile version of its larger cousin. Originally designed what was believed to be to fight guerilla wars against the other Leagues for independence (or for other reasons, the League of Grindel had its data vaults from these times damaged due to turbulent periods in the history of the League), these machines are closer to being akin to jetbikes in terms of function when compared to the larger copters. Utilized in rapid hit and run tactics and for assaults on enemy positions from the flanks, a squadron of light gyrocopters can quickly make short work of heavily fortified emplacements or truly durable targets thanks to the machines having sufficiently powerful engines to carry whole arsenals of heavy equipment. If the target is very hard to take down, Thrush squadrons may arm themselves with bombs for additional firepower. If the enemy is infantry and the squadron does not want to waste too much ammunition, then they can resolve the situation via rock saws. Due to the grudges that Grindel has towards the other Leagues, they never divulged any data or informations on these machines, hence why they are the only users of them. </div> </div> '''Battlefield Role''' - Fast Attack :'''Points Cost''' - 30 points {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition |- | Thrush Gyrocopter || 4 || 3 || 3 || 5 || 2 || 2 || 2 || 9 || 4+ || Jetbikes || 1 Thrush Gyrocopter |} <br style="clear: both; height: 0px;" /> :'''Special Rules''': *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Grindel) *Scouts *Hit and Run '''Wargear''': Twin-linked Shot Cannon :'''Options''': *May add up to two additional Thrush Gyrocopters (30pts each) *May replace Twin-linked Shot Cannon with a: **Twin-linked Heavy Fusion Projector (free) **Twin-linked Missile Launcher with Mole and Krak Warheads (5pts) ***May also take Flak Missiles (10pts) **Twin-linked Coil Cannon (10pts) **Twin-linked Seismic Cannon (10pts) *May take one of the following: **Tactical Bomb (15pts) **Rock Saw (30pts) ==Kapellar: Those Whose Minds are Unbound== ''Creative and wise, the League of Kapellar always favored creating new technologies and collecting data and wisdom. While all Squats have knowledge of the technology from the Dark Age of Technology, innovate and see that wisdom is important in life, it is Kapellar that always goes constantly forwards in creating newer and more advanced machines. Their Guild Engineers are known to be particularly skilled.'' *''Fonts of Wisdom'' - When making Reserve rolls, units from this detachment may add or subtract 1 from their roll. In addition, Guild Engineers may add +1 to their Battlesmith rolls. *''Master Artisans'' - Characters in this detachment may upgrade one of their weapons to have the Master Crafted special rule for 5 points. ===League Specific Units=== '''Tesla Weapons:''' A Tesla weapon fires a bolt of lightning, causing a devastating electric shock to anyone unfortunate enough to be in its path. The few that survive a hit from such a weapon are temporarily paralyzed as the electricity causes their muscles to contract. *'''Tesla Fusil''' - Profile (Range:18", Strength:5, AP:3, Heavy 1, Haywire, Convulsive Shock, Get's Hot!) *'''Tesla Cannon''' - Profile (Range:30", Strength:5, AP:3, Heavy 3, Haywire, Convulsive Shock, Get's Hot!) **'''Convulsive Shock''': Any model that suffers a wound from a weapon with this special rule and is not removed as a casulty must, at the end of the shooting phase, make a Toughness Test. If this test is failed that model may not make any non-compulsory moves until the end of their next assault phase and may only fire snap-shots. '''Tesla Exo-Armor:''' Specially designed armor is required to be able to use Tesla weapons without risk. Sometimes, the warriors of Kapellar will wield Tesla weapons without it, but that always carries the risk of electrocuting the bearer and is rarely done. Attacks with the Haywire or Tesla special rule only wound a model in Tesla Exo-Armour on a To Wound roll of 6+. In addition, Tesla Fusils and Tesla Cannons do not have the Get's Hot! special rule when wielded by a model wearing Tesla Exo-Armour. An HQ character in Exo-Armor may upgrade it to Tesla Exo-Armor and replace their Power Weapon and Auto-Shot Rifle with a Tesla Fusil for 5 points or a Tesla Cannon for 20 points. Tesla Fusils are added to the Heavy Weapons list, costing 25 points. Any Iron Brother Walker may replace any Twin-linked Coil Cannon with a Twin-linked Tesla Fusil for 5 points. Any vehicle, building or Support Weapon may replace its Rotary Shot Cannon with a Tesla Cannon for 25 points and any equipped Shot Cannon (if the Shot Cannon is Twin-linked, the Tesla Fusil is Twin-linked) for a Tesla Fusil for 15 points. ====Engineer Lord==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> '''Battlefield Role''' - HQ <br>'''Points Cost''' - 110 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Engineer Lord | 5 | 4 | 3 | 4 | 3 | 3 | 3 | 10 | 5+ | Infantry (Character) | 1 Engineer Lord |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *Independent Character *League Affiliation (Kapellar) *Battlesmith *Master of Calculations '''Wargear:''' *Flak Armour *Shot Pistol *CCW *Frag Grenades *Krak Grenades *Augury Scanner: Models cannot be deployed using the Infiltrate special rules within 18" of the Engineer Lord. Enemy models deploying via Deep Strike within this range by the Engineer Lord and his unit as if their Rapid Fire and Heavy weapons had the Interceptor special rule. In addition, at the start of each of your turns, the Engineer Lord can identify a Mysterious Objective anywhere on the battlefield. *Nuncio-Vox: Allied models Deep Striking within 6" of the Engineer Lord do not scatter. When barrage weapons are used by the controlling player, line of sight may be drawn from the Engineer Lord as well as the firing model itself (range is still drawn from the firing model). The Engineer Lord must already be on the table at the start of the turn and must not be embarked in a vehicle to use it. '''Options:''' *May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated. *May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts) *If not wearing Exo-Armour then the Engineer Lord may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists. *If not riding a Bike then the Engineer Lord may select items from the Heavy Weapons list. *If wearing Exo-Armour then the Engineer Lord may select items from the Exo-Suit Ranged Weapons and Exo-Armour Melee Weapons list. *May take one of the following: **Servo-Arm (30pts) **Servo Harness (55pts) ====Kapellar Myrkalfr Support Vehicle==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> '''Battlefield Role''' - Elite <br>'''Points Cost''' - 100 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition |- | Myrkalfr Support Vehicle || 3 || 12 || 10 || 10 || 3 || Vehicle (Tank) || 1 Myrkalfr Support Vehicle |} <br style="clear: both; height: 0px;" /> :'''Special Rules''': League Affiliation (Kapellar) :'''Wargear''': *Turret Mounted Shot Cannon *Hull Mounted Shot Cannon *Myrk Generator: The Myrkalfr and all models within 12" have the Shrouded special rule. *Auspex Surveyor: The Auspex Surveyor has the Night Vision special rule. During the shooting phase, the Myrkalfr may choose an enemy unit within 24". That unit suffers a -1 penalty to all cover saves. :'''Options''': *The Turret-Mounted Shot Cannon may be replaced with a: **Heavy Fusion Projector (free) **Missile Launcher with Krak & Mole warheads (+5pts) ***May take Flakk Missiles (+10pts) **Twin-linked Ion Rifle (+10pts) **Coil Cannon (+10pts) **Seismic Cannon (+10pts) **Tesla-Fusil (_10pts) *The Hull-Mounted Shot Cannon may be replaced with a: **Heavy Fusion Projector (free) **Twin-linked Ion Rifle (+10pts) **Coil Cannon (+10pts) **Seismic Cannon (+10pts) **Tesla Fusil (+10pts) *May take items from the Vehicle Wargear list. ====Tesla Exo-Warriors==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''Those [[Tyranid|bugs]] are going to be Elysian fries once we are done with them!'' - Anonymous Tesla Exo-Warrior <div class="mw-collapsible-content"> A very recent emerging military formation, the Tesla Exo-Warriors of League Kappelar are the newest advancement in the league's quest for innovation. Tesla technology among the League Kappelar was non-existent until one of their expeditionary forces came into contact with Necrons that were out on a conquest spree. During the harsh battles against them, the Squats encountered Immortals and Necron vehicles armed with these weapons. After managing to get their hands on some of these Tesla weapons, the Kappelar Engineers thought that they could replicate the technology by adding some flavor of their own. They did not disappoint here. The resulting base weapons, the Tesla Fusils, though shorter in range, were more powerful than the Tesla Carbines of the Immortals. Whereas the Squat-made Tesla Cannon proved to be more potent than its Necron counterpart, the weapons proved to be more volatile than the ones Necrons used. Using them was the same as using Plasma Weapons (only instead of blowing up in the face, one would get fatally electrocuted). For that the Kappelar Engineers also came up with something that would mitigate it. Based on the Exo-Armours, Tesla Exo-Armours offered the same protection along with additional protection from the electrical backfires of the newly made Tesla weapons. With this, the idea of a new formation emerged. Tesla Exo-Warriors are as tough and resilient as their normal counterparts, yet are particularly deadlier with their Tesla weaponry. Every enemy that fought these walking electric warriors got turned to crisp. Even Chaos Space Marines found out the hard way that without Terminators or Obliterators they are essentially doomed when faced with someone who can make a mockery of their armor. Despite the success of the Kappelar Tesla technology, only certain individuals from other Leagues are interested in these as the rest of Squat-dom are still unsure of this technology (the other one are patenting rights being extremely obstructive, thus so far League Kappelar will be the sole user of this technology for a very long time). Despite the successes of Tesla Exo-Warriors, the units are still uncommon as the systems that would protect the user from their own weapon (or any weapon that would inflict any haywire) are difficult to manufacture. Still despite that, Squat Warlords and Thanes of Kappelar have high demands for more of such Exo-Warriors if not wanting their own suits of Tesla-modified Exo-Armour. </div> </div> '''Battlefield Role''' - Heavy Support :'''Points Cost''' - 125 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition |- | Tesla Exo-Warrior || 4 || 4 || 3 || 4 || 1 || 2 || 2 || 9 || 2+/4++ || Infantry || 2 Tesla Warriors |- | Thunderbolt Warden || 4 || 4 || 3 || 4 || 1 || 2 || 2 || 10 || 2+/4++ || Infantry (Character) || 1 Thunderbolt Warden |} <br style="clear: both; height: 0px;" /> :'''Special Rules''': *Bitter Hatred *Hardy Souls for Hardy Men *League Affiliation (Kapellar) Wargear: *Tesla Exo-Armour *Tesla Fusil '''Options''': *You can add up to 7 Tesla Exo-Warriors to the squad (35pts each) *Any model may take Overdrive Systems (5pts each) *Up to four Tesla Exo-Warrior may replace their Tesla Fusil with a Tesla Cannon (15pts each) *The squad may take a Land Raider as a Dedicated Transport. ==Norgyr: They Who Welcomed The Emperor== ''Squats that are closest to Holy Terra itself, and thus the first league the Imperium made contact with. The League of Norgyr had at first a turbulent time with the Imperium, but with time came to realize that partnership with the Emperor would far more beneficial. This further changed when the Emperor was completely deified, as they were the first League to include a combination of Emperor and Ancestor worship. All leagues in the end adopted this, but Norgyr had so to the point that the rest see them as a bit odd.'' *''Imperial Influences'' - All units with this rule fire Pistol, Assault and Rapid Fire weapons at BS2 when firing Overwatch and gain +1 WS when within Base-To-Base contact with each other. *''Legacy of Interaction'' - Units from this 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. ===League Specific Units=== ====Armorgryns and Mounted Ratling Gunners==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''It shoots while it smashes and vice-versa. Best idea we ever had.'' - Warlord Frigidd of Norgyr on the Ogryns and Ratlings <div class="mw-collapsible-content"> Ogryns and Ratlings, just like the Squats, are types of abhuman sub-species of base-line humans. While the Imperium of Man treats abhumans differently from planet to planet, Squats, probably due to some feeling of kinship, treat other abhumans more kindly. At one point every League managed to annex planets with abhumans into their spheres of influence and even allowed for migration between planets. Although there were over the centuries complications and small incidents between the Squats and their abhuman cousins, yet compared to what the Imperium did in the early years of the Great Crusade and in some places in it, abhumans have more leeway and options in Squat societies. Norgyr however went further with this and allowed abhuman auxiliary formations into the Hold armies. The best example of this are the Armorgryns and their Ratling partners that operate as gunners. During the Age of Apostasy when Goge Vandire's reign of terror reached Norgyr, the Squats were shocked by the sheer brutality and wanton waves of cannon fodder the madman would throw at them. It was during the fierce battles on the mining world of Kimber where the Frateris Templars wanted to scour all life on the planet in order to make an example. Problem was that due to the fact many vital parts of the planet were heavily protected from bombardment (and virus bombs would do second to nothing), thus the enemy decided to land on the Squat planet in full force and attack the Hold Sesson and its complexes. In a normal situation, the stone kin would have seen this as a futile thing, yet the Hold of Kimber had nothing more but a below nominal defense force due to the army taking most of it to help fight a massive Ork Waaagh!!! that was threatening vital resource points deeper in the Ultima Segmentum. With their small numbers, the Squats would lose unless they would bolster their defenses and they knew exactly how. In the mines of Kimber there were large numbers of Ogryns and Ratlings that also were part of the supply units in the vast caverns. Due to their claustrophobic tendencies, the Squats modified the mines to be well lit and spacious enough so that the large lugnuts would not panic. The defenders knew that Ogryns were physically strong enough to rip off heads of Space Marines, while Ratlings were known to be natural-born sharpshooters. Instead of combining them into a normal auxiliary formation, the local Thanes decided to literally combine them. The bearded ones that were present were stupefied over this, yet when the Guild Engineers swiftly adjusted the Ogryns and Ratlings, the present Squats were even more stupefied at how effective this combination would be. When the Frateris Templars broke into the Hold, they found hordes of angry Ogryns armed with shields, power picks, chainaxes and what looked like back-mounted turrets. The defenders, boosted by this unorthodox auxilia, tore into the enemy with a terrible force. None of the Templars that breached the Hold survived the encounter with the newly formed Armorgryns and the Ratling Gunners that spew death left and right. Before the Ecclesiarchy forces would launch another assault, the Warlords of Sesson with the rest of the Hold army returned. The Squat armada made short work of the Crusade and the Thanes that defended the Hold were commented for their unusual yet efficient idea of what they did with the Ogryns and Ratlings. The abhuman formation would later see more fights as Norgyr declared a grudge agains Vandire. The Armorgryns and Ratling Gunners swelled in numbers and quickly became since then a mandatory part of the League armies of Norgyr. It all culminated with the Squats aiding in the attack on the Imperial Palace and making sure Vandire was brought to justice. After the Reign of Blood of Vandire was brutally stopped, the League of Norgyr retreated back to their Holds thinking the grudge against the High Lord was settled, whereas the new military formation they acquired would prove itself more and more in the future. In battle, Armorgryns lumber with great speed towards the enemy in order to split them open with their power picks and bash them with their boarding shields, while the Ratlings that are safely secured inside the turrets mounted on the back of their enormous partners spew death left and right from their auto-shot rifles even when the Ogryns are still engaged in melee. Some of the squad members wield even more specialized weapons like heavy chainaxes or macro hammers, some even wielding power fists, whereas their Ratling companions attach to the turrets even deadlier guns to better support the squad. </div> </div> '''Battlefield Role''' - Elites <br>'''Points Cost''' - 175 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition |- | Armorgryn with Ratling Gunner || 4 || 4 || 5 || 5 || 3 || 2 || 3 || 6 || 4+ || Infantry || 2 Armorgryns |- | Bone'ead with Ratling Commander|| 4 || 4 || 5 || 5 || 3 || 2 || 4 || 7 || 4+ || Infantry (Character) || 1 Armorgryn Bone'ead |} <br style="clear: both; height: 0px;" /> :'''Special Rules''': *Stubborn *League Affiliation (Norgyr) *Hammer of Wrath *Very Bulky :'''Wargear''': *Carapace Armour *Frag Grenades *Krak Grenades *Boarding Shields *Auto-Shot Rifle *Power Pick :'''Options''': *You can add up to 3 Armorgryns with Ratling Gunners to the squad (55pts each). *Any model can exchange his Power Pick and Boarding Shield for a: **Heavy Chainaxe (10pts each) **Macro Hammer (10pts each) *Any model can exchange his Power Pick for a: **Power Weapon (free) **Power Fist (10pts each) *Any model can swap their Auto-Shot Rifle for a: **Fusion Projector (free) **Seismic Rifle (5pts) **Ion Rifle (10pts) **Coil Repeater (10pts) *The squad may take a Land Raider as a Dedicated Transport. ====Hearthlord==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''Well Commissar, it seems the reinforcements have arrived. With great force I say.'' - Thane Mafronics of Norgyr to Commissar Wessex of the Cadian 618th after seeing a squadron of Hearthlords <div class="mw-collapsible-content"> A powerful tank in the use of League Norgyr, the Hearthlord is an invaluable asset during massive battles. Constructed with the venerable Baneblade as a base for the super heavy vehicle, there are many theories in the Imperium on how the Squats of Norgyr managed to acquire this technology. The most popular however is that the Baneblade STC was a gift from The Emperor as a token of friendship, though there are no shortage of people who think otherwise. Regardless, the bearded ones took the STC and created a unique tank variant around it. The Hearthlords since then proved to be a great boon to Norgyr, especially during the dark times of the Horus Heresy when these warmachines proved vital in fighting the Traitor Legions and the treacherous kin of Emberg. As the name implies, it was originally constructed as the chosen weapon of Warlords and Thanes the same way Hearthguards are warriors chosen because of their skill and determination. Sacrificing the "ELEVEN BARRELS OF HELL" that Baneblades are characterized by for a set of their own of guns geared towards a hailstorm of devastation, the Hearthlord could be called the spiritual predecessor of the Storm Lord that is used by the Imperial Guardsmen of the Astra Militarium in terms of function despite not having a hull-mounted infantry bunker. However, the Hearthlord chassis was designed to be modular and versatile, allowing the Squats to quickly swap the main turret and change the number and type of guns before a fight to better suit the situation. This allows the Hearthlord to be geared out as either the bane of infantry, a dedicated machine hunter that can take on everything up to enemy titans, or a combination of both. No matter the enemy, no matter if offense or defense, a Hearthlord will prove itself a destructive force on the battlefield. Due to great pride, Norgyr does not share the STC of the Hearthlord with the other Leagues. Though powerful, the Hearthlord is not a common part of the Hold armies since the materials for the more advanced systems are difficult to obtain. Hence why a single large detachment can hope to have three or five of these massive weapons platforms. </div> </div> '''Battlefield Role''' - Lords of War <br>'''Points Cost''' - 520 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition |- | Hearthlord || 3 || 14 || 13 || 12 || 9 || Vehicle (Super-Heavy Vehicle) || 1 Hearthlord |} <br style="clear: both; height: 0px;" /> :'''Wargear''':<br> *Heavy Rotary Shot Cannon (Turret) *Rotary Shot Cannon *Twin-linked Shot Cannon :'''Options''': *May replace the Heavy Rotary Shot Cannon with a: **Turbo-Laser Destructor (free) **Twin-linked Super-Heavy Coil Cannon (free) **Super-Heavy Fusion Projector (free) **Long-Barrelled Ion Cannon (free) **Sonic Lance (free) *May exchange the Rotary Shot Cannon for one of the following: **Rapier Destroyer (10pts) **Clearance Fusion Projector (10pts) **Heavy Seismic Cannon (15pts) **Ion Cannon (20pts) **Heavy Coil Cannon (25pts) *May add up to two pairs of side sponsons, each with one Coil Cannon and one twin-linked Shot Cannon (50pts each) *May replace any twin-linked Shot Cannon with a twin-linked Heavy Fusion Projector (free) *May take items from the Vehicle Wargear list. ====Ministorum Priest==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''In the Emperor we trust, for he will show us the right way on the battlefield. SO FOLLOW ME, AND WE SHALL CLAIM VICTORY IN. HIS. NAME!!'' - Father Gintus <div class="mw-collapsible-content"> Ministorum Priests are the members of the Ecclesiarchy, the massive and powerful organization that oversees the state religion of the Imperium of Man that is worship of The Emperor of Mankind. The priests are known for their charisma and fanaticism, capable of rousing up entire populations when the enemy is at their doorstep or to inspire guardsmen to greater acts of heroism. This is also the same with those Squats that have become Adeptus Ministorum members in the League of Norgyr. After The Emperor was deified and the Ecclesiarchy grew in power with every new soul joining it, the Priests found it difficult to instill the faith into the Squats who were fiercely independent of their culture and ancestor worship despite being part of the Imperium. The Ministorum however did managed to find a way to include Emperor worship into the culture of the bearded stone kin. By preaching that the Emperor was the guardian deity of their ancestors, the Squats actually, to the surprise of the Ecclesiarchy itself, accepted that. In fact, it also somewhat backfired for the Priests themselves since they also started to practice ancestor worship, which resulted in them to blend perfectly into the society of the Holds. None however did so as much as the Squats of Norgyr. While Priests are present in many Holds, they are not part of the Hold armies. This is however an exception in the League of Norgyr, as the Squats there do attach Ministorum members to the various detachments. Ministorum Priests in Squat armies differ little when compared to those seen in the Imperium of Man. The differences in this situation are the weapons the Priests of a Hold wield. With access to the armory of a Hold, Ministorum Priests can be seen wielding technological marvels like fusion projectors or forge weapons. The tasks of a squat priest when dealing with their kind is not difficult since the bearded ones are already battle-hardened enough that they require little motivation to fight against even the foulest of enemies. </div> </div> '''Battlefield Role''' - HQ <br>'''Points Cost''' - 50 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Ministorum Priest | 4 | 3 | 3 | 4 | 2 | 2 | 2 | 9 | 5+ | Infantry (Character) | 1 Ministorum Priest |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *League Affiliation (Norgyr) *Independent Character *Zealot *Adamantium Will *War Hymns: The Preacher can take a Leadership test at the beginning of each fight sub-phase in which he is locked in combat. If the test is successful, choose one of the following War Hymns to take effect: **The Emperor Protects: He and his unit re-roll all failed armour and invulnerable saves until the end of the phase. **The Emperor’s Strength: The Priest has the Smash special rule until the end of the phase. **The Righteousness of the Emperor: The Priest and his unit re-roll all failed rolls To Wound until the end of the phase. '''Wargear:''' *Flak Armour *Shot pistol *CCW *Frag Grenades *Krak Grenades *Rosarius (Forcefield) '''Options:''' May take items from the Melee Weapons, Ranged Weapons or Special Weapons lists. ==Demiurg: The Starbound Stonekin== ''A race that may or may not be somehow connected to the Squats, the Demiurg look far more alien than the average Squat. With crystal-like hair and mineralized siliconoid skin, yet with the same mental traits as the bearded ones, it is wildly considered that the Demiurg may be in fact a more extremely evolved offshoot of their abhuman brethren instead of a xeno race. Whatever the truth may be, Demiurg-Squat interactions started out strong and have only grown stronger. Though they are seen working with the fledgling Tau Empire, they do not allow the latter to have them folded into their so called "Federation" as they are as independent (and armed to the teeth) as the other Leagues. Unlike the leagues, the Demiurg do not seem to have their own worlds (or it was made so purposefully by them) and instead they are considered to be a space-faring race operating from gargantuan starships that almost match Eldar Craftworlds in size.'' *''Stronghold Starships'' - Any unit with a 4+ save or better may 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 Specific Units=== '''Gravitic Weaponry:''' While Gravitic technology is used through the Squat holds for a variety of purposes, none are more comfortable with its many forms than the spacebound Demiurg. From the miniature artificial Grav-Plating used in their spacecraft to the humongous gravitic lances used to break apart natural satellites the study and usage of this technology remains unmatched by any other League. While most of their more advanced Gravitic tech is too cumbersome or fragile to be used on the battlefield, it is not uncommon to see Demiurg vehicles using their gravitic weaponry to pin enemy squads in place with gravity waves before squads of warriors use the same weapons to accelerate pieces of shrapnel or debris as devastating ammunition. *'''Gravitic Impeller''' **'''Gravitic Field''' - Profile (Range:18", Strength -, AP: -, Heavy 1, Blast, Grounding) **'''Mass Driver''' - Profile (Range 18", Strength 4, AP: 4, Heavy 2, Ignores Cover, Rending) *'''Gravitic Impulsor''' **'''Gravitic Field''' - Profile (Range:36", Strength -, AP: -, Heavy 1, Large Blast, Grounding) **'''Mass Driver''' - Profile (Range 36", Strength 4, AP: 4, Heavy 4, Ignores Cover, Rending) *'''Grounding''' Should a unit be hit with a weapon with this special rule they must make a Strength check. Should the unit fail this check, the unit is immediately forced to Go To Ground until the beginning of the Demiurg player's next Shooting phase. Gravitic Impellars are added to the Heavy Weapons and Exo-Suit Ranged Weapons lists, costing 15 points each. Iron Brother Walkers may replace any Twin-linked Missile Launcher with a Twin-linked Gravitic Impellar for free. Any vehicle, building or Support Weapon may replace any equipped Rapier Laser Destroyer with a Gravitic Impulsor for 20 points each and any equipped Shot Cannon with a Gravitic Impellar (if the Shot Cannon is twin-linked then the Gravitic Impellar is Twin-linked) for 5 points each. '''Gravitic Booster Pack:''' While the gravitic weaponry of the Demiurg may have spread throughout the war forces of the Squat leagues they hold tightly to the more tactical applications of the technology, such as the Gravitic Booster Packs. These suit mounted devices are, in essence, miniaturised versions of the Gravity engines that allow Demiurg skimmers to descend from high orbit without incident, and are only issued to the Demiurg Starboard who are trained extensively in their usage, both in using them to deep-strike into enemy lines, and using them to further navigate around the battlefield, jumping from hot-zone to hot-zone. Models with a Gravitic Booster Pack are either Jump Infantry or Jet Pack Infantry (choose before army deployment). They cannot change their unit type during the game. HQ choices wearing Iridium Armor may take a Gravitic Booster Pack for 15 points. ====Demiurg Starbound==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> Lorem ipsum dolor </div> </div> '''Battlefield Role''' - Elites <br>'''Points Cost''' - 75 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition |- | Starbound || 4 || 4 || 3 || 5 || 1 || 2 || 2 || 10 || 3+ || Infantry || 2 Starbound |- | Starkin || 4 || 4 || 3 || 5 || 1 || 2 || 2 || 10 || 3+ || Infantry (Character) || 1 Starkin |} <br style="clear: both; height: 0px;" /> :'''Wargear''': Shot Pistol, CCW, Iridium Armour (+1 T already in profile), Gravitic Booster Pack :'''Special Rules''': League Affiliation (Demiurg), Bitter Hatred, Hardy Souls For Hardy Men, :'''Options''': *May take up to seven addition Starbound models for (25pts/model) *Any model may purchase Overdrive Systems for (+5pts each) *Any model may take items from the Melee Weapons and Ranged Weapons lists. *Up to four models may take items from the Special Weapons and Heavy Weapons lists. ====Rock-Hopper Grav Transport==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lorem Ipsum Dolor Sit Amet <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> '''Battlefield Role''' - Fast Attack. May be taken as a Dedicated Transport for Hearthguard, Warriors and Thunderers. <br>'''Points cost''' - 80 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition |- | Rock-Hopper|| 3 || 12 || 11 || 10 || 3 || Vehicle (Skimmer, Tank) || 1 Rock-Hopper |} <br style="clear: both; height: 0px;" /> :'''Transport Capacity''': 12 Models. May not carry models with the Bulky, Very Bulky or Extremely Bulky special rules. :'''Access Points''': Rear. :'''Fire Ports''': None :'''Wargear''': Turret-Mounted Shot Cannon :'''Special Rules''': *'''Grav-Drop''': '' While the Demiurg's usage of Impeller Grav-tech might not match up to the standards of the dying Eldar or the ghoulish Necrons, it is still unparalleled amongst the Squats as they have been mining in Zero-G environments longer than their bearded cousins have been capable of space travel. It is this that allows them an enormous tactical and strategic freedom when it comes to deployment as they can drop in entire platoons using Impeller Grav-Chutes that make the Imperial equivalents look like the work of children. This technology is advanced enough to even allow vehicles to be dropped from High-Orbit, Grav-Impellers guiding them down to the surface as smoothly and swiftly as if they had been riding down an elevator all the way to the planet's surface'' A Vehicle model with this Special rule may Deep-Strike, and should it scatter onto an obstacle that would force it to roll on the Deep-Strike Mishap table it may re-roll scatter. :'''Options:''' *May replace Shot Cannon with a: **Heavy Fusion Projector (free) **Gravitic Impeller (+5pts) **Missile Launcher with Krak & Mole warheads (+5pts) ***May take Flakk Missiles (+10pts) **Twin-linked Ion Rifle (+10pts) **Coil Cannon (+10pts) **Seismic Cannon (+10pts) *May take items from the Vehicle Wargear list. ====Avalanche Heavy Grav Tank==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"You see? The shadow of our Steel Rain descends upon the Xeno forces" An unnamed Space Marine force commander moments before a wing of Demiurg Grav Tanks finished their meteoric descent.'' <div class="mw-collapsible-content"> Lorem Ipsum Dolor Sit Amet </div> </div> '''Battlefield Role''' - Heavy Support <br>'''Points Cost''' - 130 {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition |- | Avalanche Grav Tank || 3 || 13 || 12 || 10 || 3 || Vehicle (Skimmer, Tank) || 1 Avalanche Grav Tank |} <br style="clear: both; height: 0px;" /> :'''Wargear''': Turret-Mounted Rotary Shot Cannon, 2 Hull-Mounted Auto-Shot Rifles :'''Special Rules''': *'''Grav-Drop''': '' While the Demiurg's usage of Impeller Grav-tech might not match up to the standards of the dying Eldar or the ghoulish Necrons, it is still unparalleled amongst the Squats as they have been mining in Zero-G environments longer than their bearded cousins have been capable of space travel. It is this that allows them an enormous tactical and strategic freedom when it comes to deployment as they can drop in entire platoons using Impeller Grav-Chutes that make the Imperial equivalents look like the work of children. This technology is advanced enough to even allow vehicles to be dropped from High-Orbit, Grav-Impellers guiding them down to the surface as smoothly and swiftly as if they had been riding down an elevator, until they hit the planet's surface'' A Vehicle model with this Special rule may Deep-Strike, and should it scatter onto an obstacle that would force it to roll on the Deep-Strike Mishap table it may re-roll scatter. :'''Options:''' *May exchange the Rotary Shot Cannon with one of the following: **Thudd Gun (5pts) **Rapier Destroyer (10pts) **Clearance Fusion Projector (10pts) **Heavy Seismic Cannon (15pts) **Ion Cannon (20pts) **Heavy Coil Cannon (25pts) **Gravitic Impulsor (30pts) *May replace both Hull-Mounted Auto Shot Rifles with a pair of: **Fusion Projectors (free) **Seismic Rifles (+10pts) **Coil Repeaters (+20pts) **Ion Rifles (+20pts) *May take items from the Vehicle Wargear list.
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