Codex - Squats: Difference between revisions

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There is no attempt as yet to introduce anything "new" to the army list, rather the intention is to get everything across as faithfully as possible.
There is no attempt as yet to introduce anything "new" to the army list, rather the intention is to get everything across as faithfully as possible.
Am also going so far as to drag out old ''Wargear Cards'' which were basically the 2nd Edition versions of Special Issue Gear & Relics.


Points costs have to change because of the change in the gaming meta, while some statlines ''(such as an extra attack here... a WS/BS nerf there)'' have been altered to make more sense when compared to units with similar purposes in other armies.  
Points costs have to change because of the change in the gaming meta, while some statlines ''(such as an extra attack here... a WS/BS nerf there)'' have been altered to make more sense when compared to units with similar purposes in other armies.  
Bear with me while I get all this info transcribed.


*Please note that while I have altered things in the list to suit the modern environment, I'm not going out of my way to reproduce "up-to-date" descriptions/rules on things that already exist like bolters, chain axes etc. Go find them in the BRB.
*Please note that while I have altered things in the list to suit the modern environment, I'm not going out of my way to reproduce "up-to-date" descriptions/rules on things that already exist like bolters, chain axes etc. Go find them in the BRB.
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*'''Shot Weapons''' - Squats do regularly use simple ballistic weapons like other more primitive races do, however their mastery of metals allows them to use materials much more exotic than lead or copper for their projectiles. Their standard military armament involves weapons that fire high-density buckshot at their opponent with a high degree of stopping power yet little risk of collateral damage to starship internals or cavern walls.
*'''Shot Weapons''' - Squats do regularly use simple ballistic weapons like other more primitive races do, however their mastery of metals allows them to use materials much more exotic than lead or copper for their projectiles. Their standard military armament involves weapons that fire high-density buckshot at their opponent with a high degree of stopping power yet little risk of collateral damage to starship internals or cavern walls.
**'''Shot Pistol''' Profile (Range: 12", Strength: 4, AP: -, Rules: Pistol, Shred)
**'''Shot Pistol''' Profile (Range: 12", Strength: 4, AP: -, Rules: Pistol, Shred)
**'''Shot Rifle''' Profile (Range: 18", Strength: 4, AP: -, Rules: Assault 1, Shred)
**'''Shot Rifle''' Profile (Range: 24", Strength: 4, AP: -, Rules: Rapid Fire, Shred)
**'''Shot Carbine''' Profile (Range: 12", Strength: 4, AP: -, Rules: Assault 2, Shred)
**'''Shot Carbine''' Profile (Range: 12", Strength: 4, AP: -, Rules: Assault 2, Shred)
**'''Auto-Shot Rifle''' Profile (Range: 18", Strength: 4, AP: -, Rules: Assault 3, Shred)
**'''Auto-Shot Rifle''' Profile (Range: 18", Strength: 4, AP: -, Rules: Assault 3, Shred)
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*'''Plasma Missiles''' Profile (Range: 36-300", Strength 9, AP: 2, Rules: Ordnance 1, Massive Blast, One Use Only)
*'''Plasma Missiles''' Profile (Range: 36-300", Strength 9, AP: 2, Rules: Ordnance 1, Massive Blast, One Use Only)
*'''Doomstorm Missiles''' Profile (Range: 24-120", Strength 10, AP: 4, Rules: Ordnance 2, Large Blast, Barrage, One Use Only)
*'''Doomstorm Missiles''' Profile (Range: 24-120", Strength 10, AP: 4, Rules: Ordnance 2, Large Blast, Barrage, One Use Only)
*'''Tactical Bombs''' Profile (Range: -, Strength 6, AP: 4, Rules: Bomb 1, Blast, One Use Only)
*'''Tactical Bombs''' Profile (Range: -, Strength 6, AP: 4, Rules: Bomb 1, Blast, Bomb Cluster, One Use Only)
**'''Bomb Cluster''' - A weapon with the Bomb Cluster rule may drop as many bombs as the controlling player wishes as part of a single bombing run, up to the total listed number of bombs it is carrying. Pick a single target for all the bombs in the bombing run. The initial bomb scatters as normal and any additional bombs scatter the same way as additional barrage blasts from a Multiple Barrage.
*'''Heavy Bomb''' Profile (Range: -, Strength 6, AP: 4, Rules: Bomb X, Apocalyptic Barrage, One Use Only, Bombing Run)
*'''Heavy Bomb''' Profile (Range: -, Strength 6, AP: 4, Rules: Bomb X, Apocalyptic Barrage, One Use Only, Bombing Run)
**'''Bombing Run''' - You can elect to have the Overlord Airship drop as many bombs as you wish, for each bomb dropped, roll once on the Apocalyptic Barrage Template but remember, each bomb can only be dropped once.
**'''Bombing Run''' - You can elect to have the Overlord Airship drop as many bombs as you wish, for each bomb dropped, roll once on the Apocalyptic Barrage Template but remember, each bomb can only be dropped once.
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:'''Options:'''
:'''Options:'''
*If using the Burning Skies rules, the unit may be upgraded to a Flyer wing with up to three additional Gyrocopters (90pts each)
*If using the Burning Skies rules, the unit may be upgraded to a Flyer wing with up to three additional Gyrocopters (90pts each)
*The whole unit may change its Combat Role to Flyer (Free)
*The whole unit may change its Combat Role to Fighter (Free)
*May exchange its Shot Cannon for a:
*May exchange its Shot Cannon for a:
**Missile Launcher with Mole and Krak missiles (10pts)
**Missile Launcher with Mole and Krak missiles (5pts)
**Coil Cannon (15pts)
**Coil Cannon (10pts)
*May exchange Twin-linked Shot Cannon for a:
*May exchange Twin-linked Shot Cannon for a:
**Twin-linked Missile Launcher with Mole and Krak missiles (10pts)
**Twin-linked Missile Launcher with Mole and Krak missiles (10pts)
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**Six Tactical Bombs (10pts)
**Six Tactical Bombs (10pts)
**Six Hunter-Killer Missiles (40pts)
**Six Hunter-Killer Missiles (40pts)
*May exchange Twin-linked Shot Cannon and Hunter-Killer Missiles for a:
**Twin-linked Rotary Shot Cannon (5pts)
**Twin-linked Ion Cannon (25pts)
**Two Rapier Laser Destroyers (35pts)
**Twin-linked Heavy Coil Cannon (65pts)
*May choose equipment from the Aircraft Armory list.
*May choose equipment from the Aircraft Armory list.


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*Up to four Warriors may replace their Shot Rifle with a weapon chosen from the Special Weapons or Heavy Weapons lists.
*Up to four Warriors may replace their Shot Rifle with a weapon chosen from the Special Weapons or Heavy Weapons lists.
*All models in the squad may replace their Flak Armour with Carapace Armour (2pts each)
*All models in the squad may replace their Flak Armour with Carapace Armour (2pts each)
*The entire squad may be upgraded with:
**Chameleon Cloaks (2pts each)
**Combat Shields (3pts each)
**Boarding Shields (5pts each)
*Any model may replace their Shot Rifle with a Shot Carbine (free)
*Any model may replace their Shot Rifle with a Shot Carbine (free)
*One model may be upgraded to a Veteran (10pts)
*One model may be upgraded to a Veteran (10pts)
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| 13
| 13
| 11
| 11
| Vehicle (Tank)
| Vehicle (Heavy, Tank)
| 1 Ironhammer
| 1 Ironhammer
|-
|-
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*Rotary Shot Cannon (Support Weapon)
*Rotary Shot Cannon (Support Weapon)
'''Options:'''
'''Options:'''
*You can add up to two additional Support Weapon Teams to the squad (50pts each), consisting of two Weapon Operators and one Support Weapon.
*You can add up to three additional Support Weapon Teams to the squad (50pts each), consisting of two Weapon Operators and one Support Weapon.
*Any Weapon Operator may replace their Shot Rifle with a Shot Carbine (free)
*Any Weapon Operator may replace their Shot Rifle with a Shot Carbine (free)
*Each Support Weapon in the squad may upgrade its Rotary Shot Cannon to one of the following ''(if you chose to do this then each Support Weapon must be upgraded the same way)''
*Each Support Weapon in the squad may upgrade its Rotary Shot Cannon to one of the following ''(if you chose to do this then each Support Weapon must be upgraded the same way)''
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</div>
</div>
</div>
</div>
'''Points Cost''' - 105
'''Points Cost''' - 100
{| border="1" cellspacing="0" cellpadding="5" align="left"
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
!
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===League Specific Units===
===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 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:18", Strength:3, AP:-, Assault 1, Poisoned (3+), Irradiating Ammo)
*'''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 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 Long Rifle''' - Profile (Range:36", Strength:-, AP:5, Heavy 1, Poisoned (3+), Irradiating Ammo, Sniper)

Latest revision as of 11:04, 20 June 2023

A special note first: this is redrafted (mostly) from the 2nd edition ruleset.

There is no attempt as yet to introduce anything "new" to the army list, rather the intention is to get everything across as faithfully as possible.

Points costs have to change because of the change in the gaming meta, while some statlines (such as an extra attack here... a WS/BS nerf there) have been altered to make more sense when compared to units with similar purposes in other armies.

  • Please note that while I have altered things in the list to suit the modern environment, I'm not going out of my way to reproduce "up-to-date" descriptions/rules on things that already exist like bolters, chain axes etc. Go find them in the BRB.

Allies[edit]

  • Battle brothers: Squats
  • Allies of Convenience: Tau Empire, Armies of the Imperium
  • Desperate allies: Craftworld Eldar, Harlequins, Necrons, Eldar Corsairs
  • Come the Apocalypse: Legions of Chaos (Chaos Space Marines, Renegades & Heretics, Daemonkin, Chaos Daemons), Dark Eldar, Tyranids, Orks, Genestealer Cults

Special Rules[edit]

  • Bitter Hatred - There were times when the Squats were not as grudging and distrustful as they are these days. Back then they were much more open to other races. One would say they were like the Tau are now...and they paid dearly for this. Whether those are Orks, their most ancient of enemies, or the Tyranids, who devoured many of their kin and worlds, no one will escape the vengeance of the bearded ones.
Models with this special rule have the Hatred (Orks & Tyranids) USR.
  • Hardy souls for Hardy men - Though the Squats have relatively little in the way of warpcraft, they are innately resistant to the touch of the warp and possessed of incredibly strong and stubborn wills. Tales abound of Daemons finding the Squats unafraid of their monstrous natures, simply gritting their teeth and shrugging off storms of warp power as if it were a minor irritation.
Models with this special rule have the Adamantium Will special rule and automatically pass Fear and Pinning tests.
  • Subterranean Assault - Squats are known to be a hard working folk, whether in their industry, food production or utilizing their talents and knowledge to create new technologies. However, the bearded ones were, are and will be miners first and foremost. As were their human ancestors who first landed on the planets that would become the first ancient Squat worlds, to this day being a miner is a great honour. Every family had at least one or two family members who worked in the mines or worked on creating tunnels for the holds. These skills in mining, as well as knowledge of tunneling is what make the Squats a force that can catch their enemies by surprise via, as a certain Imperial Fists Scout once uttered: "DEATH FROM BELOW".
Rumbler Borers and Tremorbane Drillers are always placed in reserve and arrive in the game automatically on turn 1 via the Deep Strike rules modified as shown below, with the vehicle itself arriving first. Rather than placing the model for the vehicle while Deep Striking, place a Blast (Large Blast for Tremorbane Drillers) template instead. Roll to scatter as normal to determine where the template is placed. Should this marker scatter on top of impassable terrain, a building, ruin, fortification, vehicle or any unit engaged in combat, reduce the scatter distance by the minimum required to avoid the obstacle. If the marker representing the arrival of the vehicle was displaced in this way by a vehicle or fortification, the closest vehicle or fortification to the marker immediately suffers a Ram attack – vehicles are hit on their Side armour. If the arrival of the vehicle was instead displaced by any units engaged in close combat, all units in that combat suffer D6 Str 6 AP 4 hits. After the final position of the marker is determined, if the marker covers or touches any enemy or friendly unit, then that unit also suffers D6 Str 6 AP 4 hits. After all damage is resolved, the vehicle may be placed in any orientation so long as the center of the marker is underneath part of the vehicle’s hull and it remains 1" away from any fortification, vehicle or unit engaged in combat. The area under the marker is now difficult terrain for the rest of the game. Players may, should they wish to, instead represent this area with a piece of crater terrain. Should the vehicle be placed on top of any unit which does not pose an obstacle to its arrival as described above, the Subterranean Assault special rule allows it to be placed as though the unit was not there. If some models in the unit would end up underneath the vehicle when it reaches its final position (it makes no difference whether the unit is Falling Back or not), these models must be moved by the controlling player out of the way by the shortest distance, leaving at least 1" between them and the Subterranean Assault vehicle (and indeed any other unit) whilst maintaining unit coherency and staying on the tabletop. Any models that cannot manage this are crushed and removed from play as casualties with no saves allowed.
  • League Affiliation - When choosing a Squat detachment, whether Primary or Allied, you must choose a League Affiliation which will apply to the entire detachment. Models with this rule will have an additional set of special rules dependent on the league they are a part of. Units with a specific league in () may only be taken as part of a detachment affiliated with that league.

Warlord traits[edit]

  1. Grudge Bearer: This Warlord has devoted himself to settling grudges on behalf of something. Whether it's personal, or in representation of a brotherhood, planet, system or even entire league, the grudges must be settled. The Warlord has the Hatred USR for the primary detachment of the opposing army, if this is one that he already has hatred for due to Bitter Hatred he may then re-roll to-hit in melee in every round of combat rather than the first.
  2. Guild Apprentice: This Warlord has great knowledge of how to bring down the heaviest of enemies, having studied the weakpoints of numerous large creatures and vehicles. The Warlord and his unit have the Tank Hunters and Monster Hunters USR.
  3. Shield Wardens: The Warlord has made his vows to never give the enemy an inch. The simplest way to do this is to stay alive. The Warlord and its unit may re-roll failed armor and invulnerable saves.
  4. Master Miner: Physical labor is not considered beneath the higher classes in Squat society and is instead highly appreciated honest work. This Squat has learned the art, able to make paths through stone as if he was making a path in an open field. The Warlord and his unit may Deep Strike, arriving from underneath the battlefield in situations where it applies. If the Warlord can already Deep Strike from a different source then they do not scatter when Deep Striking.
  5. Refugee Leader: This Warlord has devoted himself to rescuing the many Squat refugees that have lost their homes to menaces such as Orcs and Tyranids. The Warlord gains the Fearless and Feel No Pain (5+) special rules.
  6. XXXXXX Brewer: A common joke about the Squats is that they make their ale out of the same things they make their flame weapon ammunition. While incorrect, much of the chemical knowledge that goes into making an excellent brew can also serve to making incredibly potent flame weapons. The Warlord and any unit he joins receives +1 Strength on any flame-type weapon that they use (including both profiles of the Fusion Projector) and may re-roll failed armour saves vs flame-type weapons.

Fighter Aces[edit]

Roll a D3 to determine the trait of the Wing Leader.

  1. Vengeance Bringer: Gain preferred enemy against the primary detachment of your enemy, if using a weapon that already rerolls to hit, reroll to wound or penetrate instead. If both apply, gain rending or improve existing rend rolls by one (rend on a 6+ becomes rend on a 5+).
  2. Damn the winged beasts: Every hit, whether or not it successfully wounded or saved, forces a grounding check on Flying Monstrous Creatures and Flying Gargantuan Creatures. Against Flyers and Super-Heavy Flyers, the pilot may modify the result on the vehicle damage table of every penetrating hit by 1.
  3. Reinforced flier: Add one hull point to the model with this rule.

Psychic Powers[edit]

Stonemind[edit]

  • Tremor
Warp Charge 1
Tapping into the resevoir of psychic power that the children of stone's most venerable members can access, the Squat Psyker causes the earth to split apart to try and crush those caught in the way. Tremor is a Beam with the following profile:
Range S AP Type
Tremor 12+2d6" 5 4 Assault 1, Ignores Cover, Strike down

  • 1: Frenzy of the Bearded ones
Warp Charge 1
Vengeance is something deeply important to the culture of the Stonekin, and through their psychic gifts, the Psyker can empower their kin with the spirit of vengeance made manifest, allowing them to move with incredible swiftness to pay a foe back for their insolence. Frenzy of the bearded ones is a Blessing that targets a single friendly unit from Codex: Squats within 12". Whilst this power is in effect, the target unit gains the Fleet and Crusader special rule.
  • 2: Stoneskin
Warp Charge 1
By utilizing the power of their ancient runes and their psychic abilities, a Squat Psyker can improve the toughness of their kin to shrug off attacks that would otherwise be able to debilitate even the hardy biology of the Dawi. Stoneskin is a Blessing that targets the Psyker’s unit. Whilst this power is in effect, the psyker and it's unit gain +1 toughness.
  • 3: Empowered strikes!
Warp Charge 1
By calling the power of their ancestors, a Dawi psyker can infuse greater power into their attacks, letting them act with greater strength than they ever could before. Empowered Strikes is a blessing that targets a single friendly unit from Codex: Squats within 12". Whilst this power is in effect, the target gains +1 strength.
  • 4: Ancestor's shout
Warp Charge 2
Drawing upon their wellspring of power, the Psyker lets out a ferocious shout that can reduce ceramite and flesh to chips and pulp, and shake apart the delicate systems that make any vehicle work. Ancestor's shout is a Witchfire that uses the following profile:
Range S AP Type
Ancestor's shout Template 6 3 Assault 1, Concussive, Haywire

  • 5: Chink in the Armour
Warp Charge 2
The psyker selects a target and lays a curse upon them that makes their weaknesses known and twists fate to increase their vulnerability, or creating temporary weaknesses where there were none before. Chink in the armour is a Malediction that targets a single enemy unit within 12". Whilst this power is in effect, all attacks against the target have the Rending special rule and the target must re-roll successful armor saves. If they already have the Rending special rule then the affects of the rule are applied on To Wound and Armor Penetration rolls of 5+.
  • 6: Mortality
Warp Charge 2
The Psyker calls upon the power of the ancestors to select a target for certain death, the ancestors gripping at their threads in the skeins of fate and twisting it so that even minor injuries will lead to an unavoidable death, limiting their futures to only those that will doom them. Mortality is a Malediction that targets a single enemy model within 12". Whilst this power is in effect, all attacks against the model have the Instant Death special rule and vehicle damage rolls against the target gain a +2 bonus that stacks with any existing bonuses. Targets with eternal warrior will instead take double wounds.

Wargear[edit]

Weapons[edit]

  • Chainaxe - This counts as an AP4 Close Combat Weapon.
  • Heavy Chainaxe - A larger and heavier versions of the traditional Chainaxe, these weapons hit much harder and deal serious wounds to anyone who is stupid enough to not bring proper protection. Originally designed during inter-hold Squat conflicts to deal with warriors armed in iridium-based armour, later they were re-purposed to combat heavily armoured non-Squats such as both Space Marines, Ork Warbosses, and Tau Battlesuits.
    • Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Armorbane, Unwieldy, Two-Handed)
  • Forge Weapons - These oversized weapons take the form of axes, hammers and occasionally greatswords. Made from alloys of magnesium they have a favorable tendency to spark when they strike a target, potentially setting them ablaze. However, due to the reactivity of such alloys the weapons require a great deal of care to maintain; therefore a Squat will take great pride in his Forge Weapon and will become greatly offended if the weapon is mistreated by others.
    • Profile (Range: -, Strength: +2, AP: -, Rules: Melee, Two-Handed, Soul Blaze, Flammable)
      • Flammable - Weapons with this rule count as "Flame" type weapons for the purposes of interaction with other rules.
  • Fusion Projector (borrowed from HH:2) - Fusion Projectors are remarkable flame based weapons that are both more elegant and potent than the flamers wielded by the other species of the galaxy. They can be used to incinerate a swath of targets like a regular flamer or focus their jet into a searing cutting arc. Fusion Projectors come in five sizes of both increasing power and energy consumption. Wielders of such weapons can choose to fire one of two profiles:
    • Light Fusion Projector
      • Dispersed Profile (Range: Template, Strength: 3, AP: 6, Rules: Pistol)
      • Focused Profile (Range: 3", Strength: 6, AP: 1, Rules: Pistol, Melta)
    • Fusion Projector
      • Dispersed Profile (Range: Template, Strength: 4, AP: 5, Rules: Assault 1)
      • Focused Profile (Range: 6", Strength: 6, AP: 1, Rules: Assault 1, Melta)
    • Heavy Fusion Projector
      • Dispersed Profile (Range: Template, Strength: 5, AP: 4, Rules: Assault 1)
      • Focused Profile (Range: 12", Strength: 6, AP: 1, Rules: Assault 1, Melta)
    • Clearance Fusion Projector
      • Dispersed Profile (Range: Template, Strength: 5, AP: 4, Rules: Assault 1, Torrent)
      • Focused Profile (Range: 12", Strength: 6, AP: 1, Rules: Assault 1, Melta, Blast)
    • Super-Heavy Fusion Projector
      • Dispersed Profile (Range: Hellstorm, Strength: 7, AP: 3, Rules: Primary Weapon 1, Torrent)
      • Focused Profile (Range: 36", Strength 8, AP: 1, Rules: Primary Weapon 1, Melta, Apocalyptic Blast)
  • Mining Tools - As incredibly prolific miners, a good deal of the mining equipment used by the Squats can also function as effective weapons of war. Drills, picks, saws and other assorted tools can break flesh, armor and vehicle hulls just as easily as solid rock.
    • Rock Cutter - The hydraulic shears of rock cutters were designed to free trapped mine workers from industrial accidents. When the Squats march to war, their irresistible grip is used not to save, but to kill. Profile (Range: -, Strength: x2, AP: 2, Melee, Unwieldy, Snip, Mining Tool)
      • Snip - When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Toughness test for each Wound suffered or suffer Instant Death.
    • Rock Drill - Far cheaper and easier to maintain than a Power Fist and just as effective, the Squats have modified their Rock Drills to be used as weapons. Its triple grinders can turn even the stoutest enemy champion to gory gobbets of flesh. Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Unwieldy, Pulverize, Mining Tool)
      • Pulverize - If the model using this weapon can make 2 or more attacks this combat phase then it may exchange all of its attacks for a single attack made at Sx3 AP2.
    • Rock Saw - The blades of the heavy rock saw are designed to cut through dense boulders of ore – when the time of war comes, they slice through the hulls of enemy vehicles as easily as a butcher slices through meat. Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Unwieldy, Armourbane, Mining Tool)
      • Mining Tool - This weapon has the Two-Handed special rule unless used by a model wearing Exo Armor or a Walker.
    • Lascutter - The Lascutter is more a tool for mining and salvage than a weapon but can be used for devastating effects against fortifications and other stationary targets. Profile (Range: -, Strength: 9, AP: 2, Rules: Melee, Two-Handed, Unwieldy, Cumbersome)
      • Cumbersome - A model using a Lascutter can only ever make a single attack at WS 1 in the assault phase, regardless of their profile or any other special rules.
    • Power Pick - Power picks are simple enough in design. They bear a low-quality disruption field powerful enough to shatter ceramite like glass. Profile (Range: -, Strength: +2, AP: 3, Rules: Melee, Unwieldy)
    • Demolition Charge - A Demolition Charge is usually meant to safely demolish buildings or blast apart stones but these traits also make it capable of tearing open the hulls of battle tanks. Profile (Range: 6", Strength: 8, AP: 2, Rules: Assault 1, Large Blast, One Use Only
  • Servo-Arm Profile (Range: -, Strength: x2, AP: 1, Rules: Melee, Specialist Weapon, Unwieldy, Repair Assistance)
    • Repair Assistance - A Guild Engineer with a Servo-Arm adds 1 to its Battlesmith rolls. These bonuses can stack.
  • Servo-Harness - A servo-harness gives the bearer two servo-arms, a plasma cutter and a fusion projector. In the Shooting phase, the model can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.
  • Plasma Cutter Profile (Range: 12", Strength: 6, AP: 2, Rules: Assault 1, Twin-linked)
  • Macro-Hammer (inspired from Rogue Trader) - These sophisticated hammers incorporate a number of nano-sized warp portals in the hammer-head that burst on contact, causing a localized warp disruption. Profile (Range: - , Strength: x2, AP: 2, Rules: Melee, Unwieldy, Concussive, Two-Handed, Warp Distortion)
    • Warp Distortion - Rolls of 6 To Wound have the Instant Death special rule.
  • Shot Weapons - Squats do regularly use simple ballistic weapons like other more primitive races do, however their mastery of metals allows them to use materials much more exotic than lead or copper for their projectiles. Their standard military armament involves weapons that fire high-density buckshot at their opponent with a high degree of stopping power yet little risk of collateral damage to starship internals or cavern walls.
    • Shot Pistol Profile (Range: 12", Strength: 4, AP: -, Rules: Pistol, Shred)
    • Shot Rifle Profile (Range: 24", Strength: 4, AP: -, Rules: Rapid Fire, Shred)
    • Shot Carbine Profile (Range: 12", Strength: 4, AP: -, Rules: Assault 2, Shred)
    • Auto-Shot Rifle Profile (Range: 18", Strength: 4, AP: -, Rules: Assault 3, Shred)
    • Shot Cannon Profile (Range: 24", Strength: 6, AP: -, Rules: Heavy 4, Shred)
    • Rotary Shot Cannon Profile (Range: 24", Strength: 6, AP: -, Rules: Heavy 8, Rending, Shred)
    • Heavy Rotary Shot Cannon Profile (Range: 48", Strength: 8 , AP: -, Rules: Heavy 20, Rending, Shred
  • Coil Weaponry - Squats have long worked and experimented with magnetism, a useful science to invest oneself into when one works with metal and electricity so frequently. Whereas the Tau's experiments into magnetic projectiles lead them down the path of railguns, the Squats wanted a weapon less temperamental, finding that the swift process of wearing that Railguns undergo made them undesirable. The coil gun, which operates under similar principles if different methods; proved to be more to their liking. Very capable of penetrating through armor, though their small projectile size meant that they impart little of their kinetic energy into a target, though it also means that they have rather manageable recoil, easily allowing the stout squats to fire them on the move.
    • Coil Pistol Profile (Range: 18" , Strength: 3, AP: 1, Rules: Pistol, Armourbane)
    • Coil Repeater Profile (Range: 36", Strength 3, AP: 1, Rules: Assault 2, Armorbane)
    • Coil Cannon Profile (Range 72", Strength 5, AP: 1, Rules: Heavy 1, Armourbane)
    • Heavy Coil Cannon (Solid Shot) Profile (Range 108", Strength 7, AP: 1, Rules: Ordnance 1, Armourbane)
    • Heavy Coil Cannon (Submunition) Profile (Range 108", Strength 4, AP: 4, Rules: Ordnance 1, Large Blast)
    • Super-Heavy Coil Cannon (Solid Shot) Profile (Range 162", Strength 10, AP: 1, Rules: Primary Weapon 2, Armourbane, Sunder, Instant Death)
    • Super-Heavy Coil Cannon (Submunition) Profile (Range 162", Strength 4, AP: 3, Rules: Primary Weapon 2, Apocalyptic Blast)
  • Squat Missiles - Squats can use explosive ordnance just as other races do, though their mastery of demolitions tends more towards civilian purposes rather than commonplace battlefield use. However, their technology is unique enough that the Imperium has attempted to duplicate some of their designs for their own use.
    • Mole Missile Profile (Range: 48", Strength 4, AP: 4, Rules: Heavy 1, Blast, Ignores Cover)
    • Krak Missile Profile (Range: 48", Strength 8, AP: 3, Rules: Heavy 1)
    • Flakk Missile Profile (Range: 48", Strength 7, AP: 4, Rules: Heavy 1, Skyfire)
  • Cyclone Missile Launcher - The Cyclone Missile Launcher is exactly the same as the weapon of the same name used by the Imperium and serves the same purpose. To send a salvo of devastating missiles at the enemy. A Cyclone Missile Launcher may be fired alongside another ranged weapon.
    • Mole Missile Profile (Range: 48", Strength 4, AP: 4, Rules: Heavy 2, Blast, Ignores Cover)
    • Krak Missile Profile (Range: 48", Strength 8, AP: 3, Rules: Heavy 2)
  • Hellion Missiles - These missiles are some of the strongest missiles ever made, designed to destroy titans that are fielded against the Squats. Land Raiders that have these mounted on them have been nicknamed Grudgekeepers. Profile (Range: 60", Strength 10, AP: 1, Rules: Ordnance 1, Instant Death, Armourbane, One Use Only)
  • Plasma Missiles Profile (Range: 36-300", Strength 9, AP: 2, Rules: Ordnance 1, Massive Blast, One Use Only)
  • Doomstorm Missiles Profile (Range: 24-120", Strength 10, AP: 4, Rules: Ordnance 2, Large Blast, Barrage, One Use Only)
  • Tactical Bombs Profile (Range: -, Strength 6, AP: 4, Rules: Bomb 1, Blast, Bomb Cluster, One Use Only)
    • Bomb Cluster - A weapon with the Bomb Cluster rule may drop as many bombs as the controlling player wishes as part of a single bombing run, up to the total listed number of bombs it is carrying. Pick a single target for all the bombs in the bombing run. The initial bomb scatters as normal and any additional bombs scatter the same way as additional barrage blasts from a Multiple Barrage.
  • Heavy Bomb Profile (Range: -, Strength 6, AP: 4, Rules: Bomb X, Apocalyptic Barrage, One Use Only, Bombing Run)
    • Bombing Run - You can elect to have the Overlord Airship drop as many bombs as you wish, for each bomb dropped, roll once on the Apocalyptic Barrage Template but remember, each bomb can only be dropped once.
  • Hellstorm Bomb Profile (Range: -, Strength 7, AP: 3, Rules: Hellstorm, Bomb 1, One Use Only)
    • To use a Hellstorm Bomb, use the standard Bomb rules but place the narrow end at the impact point and the wide end closer to the final position of the bomber than the narrow end.
  • Melta Bomb Profile (Range: -, Strength D, AP: 1, Rules: Bomb 1, Large Blast)
  • Ion weaponry - The Squats go by many names, one of them being Demiurg; taken from a truly ancient race of Aliens much like the Squats with silicate skin that were among the first species that contacted the early Squats. The Squats adopted a close relation with the Demiurg, offering the void-dwellers a reliable source of trade until the two species became so culturally intertwined that they had essentially become two sides of a coin. One of the items the Squats received was Ion technology which itself has been traded with the nascent Tau Empire.
    • Ion Pistol (Standard) Profile (Range: 12", Strength 7, AP: 5, Rules: Pistol)
    • Ion Pistol (Overcharged) Profile (Range: 12", Strength 8, AP: 5, Rules: Heavy 1, Gets Hot!)
    • Ion Rifle (Standard) Profile (Range: 30", Strength 7, AP: 4, Rules: Rapid Fire)
    • Ion Rifle (Overcharged) Profile (Range: 30", Strength 8, AP: 4, Rules: Heavy 1, Blast, Gets Hot!)
    • Ion Cannon (Standard) Profile (Range: 60", Strength 7, AP: 3, Rules: Heavy 3)
    • Ion Cannon (Overcharged) Profile (Range: 60", Strength 8, AP: 3, Rules: Heavy 1, Large Blast, Gets Hot!)
    • Long-Barreled Ion Cannon (Standard) Profile (Range: 90", Strength 7, AP: 2, Rules: Primary Weapon 9)
    • Long-Barreled Ion Cannon (Overcharged) Profile (Range: 90", Strength 8, AP: 2, Rules: Primary Weapon 1, Massive Blast, Gets Hot!)
    • Ion Annihilator (Standard) Profile (Range: 72", Strength 8, AP: 3, Rules: Ordnance 1, Large Blast, Barrage)
    • Ion Annihilator (Overcharged) Profile (Range: 72", Strength 9, AP: 2, Rules: Ordnance 1, Large Blast, Barrage, Gets Hot!)
  • Rapier Destroyer - Profile (Range: 36", Strength 9, AP: 2, Rules: Ordnance 1, Twin-linked)
  • Double-Barrelled Turbo-Laser Destructor - Profile (Range: 96", Strength D, AP: 2, Rules: Primary Weapon 2, Large Blast)
  • Seismic/Tremor-weaponry - Immensely useful for the mining focused life styles of the squats due to their ability to casually shake apart even the hardest of earth without creating the heady smoke that a laser would, sonic technology is something the squats have thoroughly studied and developed. Though humans and Eldar also make use of the technology, the squats have made it a ubiquitous technology. Vibrations can create earthquakes or reshape the terrain, increase the effectiveness of melee weapons more cheaply than power fields, allow for easy subterranean ambushes, shaking apart structures and vehicles, and reducing infantry to pulp.
    • Thudd Gun - Profile (Range: 12"-48", Strength 4, AP: 5, Rules: Heavy 4, Blast, Barrage, Ignores Cover)
    • Seismic Rifle
      • Close Range - Profile (Range: 12", Strength 8, AP: 3, Rules: Assault 1, Resonance)
      • Long Range - Profile (Range: 12-24", Strength 5, AP: 4, Rules: Assault 2, Resonance)
    • Seismic Cannon
      • Close Range - Profile (Range: 12", Strength 8, AP: 3, Rules: Heavy 2, Resonance)
      • Long Range - Profile (Range: 12-24", Strength 5, AP: 4, Rules: Heavy 4, Resonance)
    • Heavy Seismic Cannon
      • Close Range - Profile (Range: 12", Strength 8, AP: 3, Rules: Heavy 3, Resonance)
      • Long Range - Profile (Range: 12-24", Strength 5, AP: 4, Rules: Heavy 6, Resonance)
        • Resonance - To Wound rolls and Armour Penetration rolls of 6 made with a weapon this special rule are always resolved at AP1.
    • Seismic Lance Profile (Range: Hellstorm, Strength 1, AP: 2, Rules: Primary Weapon 1, Seismicquake)
      • Seismicquake: To fire the seismic lance, place the hellstorm template so that the narrow end is within 18” of the weapon and the large end is no closer to the weapon than the narrow end. Models under the template are wounded on a 3+ regardless of their Toughness. Against vehicles, the seismic lance is Strength 1 and rolls 3D6 for armour penetration.
  • Combi-Weapon - A model armed with a Combi-Weapon (Combi-Fusion Projector, Combi-Ion Rifle, Combi-Coil Repeater or Combi-Seismic Rifle) can choose to fire either the main weapon or the secondary weapon, each with the profile listed elsewhere in this section. The main weapon can be fired every turn, but the secondary weapon can only be fired once per battle (a Combi-Coil Repeater and Combi-Ion Rifle can, of course, rapid fire). You cannot fire both weapons in the same turn. The main weapon is either a Shot Rifle, Shot Carbine or Shot Sub-Repeater, choose which before the battle in which it cannot be changed during the battle.

Special Issue Wargear[edit]

  • Battle Standard - Units with a Battle Standard may add +1 to combat resolution scores in the assault phase. In addition units within 12" of the Battle Standard may re-roll failed morale & pinning checks.
  • Boarding Shields - Models equipped with Boarding Shields count as being equipped with Combat Shields. In addition, they count as being equipped with Defensive Grenades but may never claim the extra attack for being equipped with two melee weapons.
  • Combat Shield - Combat Shields grant a 6++ invulnerable save which becomes a 5++ invulnerable save in close combat.
  • Digital Weapons - A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault phase.
  • Survey Glass - A model equipped with a Survey Glass has the Night Vision and Precision Shots USR.
  • Flak Armour - A model equipped with Flak Armour has a 5+ armour save.
  • Carapace Armour - A model equipped with Carapace Armour has a 4+ armour save.
  • Chameleon Cloak - A model equipped with a Chameleon Cloak gains the Stealth special rule.
  • Refractor Field - A model equipped with a Refractor Field has a 5++ invulnerable save.
  • Force Field - A model equipped with a Force Field has a 4++ invulnerable save.
  • Squat Exo-Armour - The Squats routinely use an armour-class similar to Terminator armour for heavy duty civilian applications such as deep space repair or internal reactor maintenance, whereas Terminator armor is a priceless relic to the Imperium, the Squats make quite casual usage of their Exo-Armor, and the Squats are proud of boasting that they have more far more Exo-Armour wearers than the Imperium has space marines. These suits grant a 2+ Armour Save, a 4++ Invulnerable save and the Slow & Purposeful and Bulky special rules. If a model wearing Exo-Armor has a 4++ Invulnerable save from a different source, they may re-roll invulnerable save rolls of 1.
  • Squat Iridium Armour - Though this high density metal has been recently developed for armour-use by the rising Tau Empire, the Squats have been utilizing this in their technology for millennium, albeit with a lesser level of technical sophistication. A suit of Iridium Armour grant a 3+ Armour Save and +1 to the model's toughness (cumulative with other modifiers).
  • Squat Warbike - A model equipped with a Squat Warbike gains the Bike unit type. All Squat warbikes come equipped with a Twin-Linked Shot Rifle.
  • Overdrive systems - The Squats are well aware that they are not the most numerous of people, though they are a hearty race, their most frequent foes often vastly outnumber them. The Green tides of the hated Orks, the rabble of Chaos and Daemonkind, and worst of all the snarling and vicious swarms of the Krakandra; or the Tyranids as the Humans call them; and more can all outnumber a Squat force. So a solution was proposed for the users of their suits of Iridium and Exo-armor, gravitic generators built into their suits increase the momentum of the wearer and therefore generate a more devastating impact when they enter melee combat. Overdrive systems grant the Hammer of Wrath (or add an additional such hit should the user already have the rule), and Rage USR.
  • Rune Stones - Though the Squats do not have prolific Psykers as humans or Eldar do, they do know enough of the Warp to have the means to counter witchery and daemonic power. Units with at least one rune stone may reroll failed deny the witch attempts. In addition for every model with Rune Stones the army adds an additional Warp Charge to their Deny the Witch pool in the opponent's psychic phase.
  • 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 Jump Infantry.

Vehicle Wargear[edit]

  • Armoured Ceramite: A vehicle with this wargear is not subject to the additional D6 armor penetration caused by weapons with the Melta special rule.
  • Armoured Cockpit: A vehicle with an Armoured Cockpit may ignore results of Crew Shaken or Crew Stunned on the Vehicle Damage table on a 4+. However, during the Interception sub-phase of the Dogfight phase, vehicles equipped with this upgrade that are in Reserves or Ongoing Reserves count as Bombers for the purpose of calculating modifiers to rolls made in this sub-phase.
  • Cache of Demolition Charges: In the Shooting phase, one model embarked upon a vehicle equipped with demolition charges can choose to throw one instead of firing its normal weapon, using the profile of typical Demolition Charges but without the One Use Only special rule. However, each time a vehicle equipped with demolition charges suffers a penetrating hit, roll a dice. On the roll of a 1, the vehicle suffers a further Strength 8 AP2 hit after any initial damage has been resolved.
  • Chaff Launcher: This is a single use item, once used it is exhausted and may not be used again in the same game. If used during the opposing player’s Shooting phase, they grant the equipped vehicle a 4+ Invulnerable save against all weapons with the Missile type or with the word ‘Missile’ in their name. The use of flare or chaff launchers in an opponent’s Shooting phase must be declared after the opposing player has made a To Hit roll, but before any Armour Penetration rolls are made. Flare or chaff launchers may also be used during the Dogfight phase. They are only used during the Attack sub-phase and only if the equipped vehicle has already declared it will Jink. When used in the Dogfight phase, they increase the equipped vehicle’s Jink save by one step and make that save an Invulnerable save.
  • Command Vox Web: This allows the Praetorian's controlling player to add +1 to or subtract -1 from the results of any Reserve Rolls they make while the Praetorian is in play. In addition, should enemy models suffer a Deep Strike Mishap while the Praetorian is in play, the roll suffers a -1 modifier.
  • Distinctive Paint Scheme: Any model with this upgrade gains a single Flyer Ace ability as though the model had gained 5 Kills, as noted on page 100 of the Death from the Skies expansion. During the Dogfight phase, if a model with this upgrade is present in Reserve or Ongoing Reserves and the controlling player is nominated as the Attacker during the Interception phase then a model with this upgrade must be selected to take part in the following subphases of the Dogfight phase.
  • Explorator Augury Web: An Explorator Augury Web grants the Scout special rule. While a Land Raider with an Explorator Augury Web is on the table, then the controlling player can declare that it is being used in Disruption or Relay mode on their turn before any Reserve rolls are made, the effects lasting until the next player turn. The presence of multiple Explorator Augury Webs on the field has no additional effects:
    • Disruption Mode: The opponent subtracts 1 from all their Reserve rolls.
    • Relay Mode: The controlling player can choose to re-roll all Reserve rolls (successful or unsuccessful).
  • Helical Targeting Array: A vehicle with this wargear that chooses to neither move nor run during its turn gains the Skyfire and Interceptor special rules for that entire game turn.
  • Hunter-Killer Battery: A Hunter-Killer Battery consists of six Hunter-Killer missiles. A vehicle with a Hunter-Killer Battery may purchase up to two additional Hunter-Killer missiles instead of a single one.
  • Infra-Red Targeting: A vehicle equipped with this upgrade gains the Night Vision special rule. During the Dogfight phase, a vehicle equipped with this upgrade may re-roll all To Hit rolls of a ‘1’ made during the Attack sub-phase.
  • Illum Flares: During each friendly Movement phase, a model equipped with illum flares may drop one as though it were a weapon with the Bomb 1 type, placing a marker where the flare lands. All units within 12" of the Flare marker may be targeted as though Night Fight was not in effect. Illum flares have no effect if the Night Fight rules are not in play. At the end of each Game Turn, remove all Flare markers currently on the battlefield.
  • Missile Guidance System: Grants the Missile Lock special rule.
  • Recovery Gear: If a vehicle with recovery gear is Immobilized, then in subsequent turns it may attempt to repair itself. To make the attempt, roll a D6 at the end of the Movement phase; on the roll of a 6, the vehicle is no longer Immobilized. Note that this does not restore a Hull Point.
  • Relic Plating: Grants the Adamantium Will special rule.
  • Targeting Array: Grants the vehicle +1 Ballistic Skill.

Tech Relics[edit]

  • Concussion Mace (inspired from Dark Heresy) - Designed for use by asteroid miners in zero gravity environments, the shell of the mace contains a small repulsor that can be activated by the wielder to alter the local gravity, essentially causing nearby targets to "explode" away from the mace head.
    • The Concussion Mace can be used as a regular Power Maul or the wielder can choose to forego all of his attacks in melee and place the small (3") blast template anywhere in base contact with himself. Models touched by the template are wounded on a D6 roll of 4+ with an AP value of 2 and the Strikedown special rule, Vehicles instead suffer a single hit with the Haywire special rule.
  • Inertial Hammer (inspired from Rogue Trader) - These long-hafted hammers are designed using anti-gravity technology. When swung they seem to gather inertial energy exponentially, gradually building a tremendous striking force the further and faster it has travelled. The Inertial Hammer functions as a Macro Hammer. During any fight sub-phase, the wielder may exchange all of their attacks to make a single attack with the following profile:
    • Profile (Range: -, Strength: D, AP: 1, Rules: Melee, Two-Handed, Concussive, Unwieldy
    • Long Swing: Only a single attack can be made each close combat phase with this weapon.
  • Mantle of Doom - Extremely well crafted and meticulously designed Exo-armour suits purpose made for the heaviest of fighting, these suits are the pride and joys of their builders and they often become family heirlooms. To the Squats, the doom of these suits is not for the squats, but for those who face their wearers. With his Mantle of Doom, the Squat Warlord Grivglom the Brooding battled and slew Chaos invaders, Dark Eldar raiders, enigmatic Thyrrus, barbaric Orks, hated Hrud, ancient Necrons, and the foul Tyranids. Standing with his brothers and sisters in arms, Grivglom killed the many limbed horrors to defend his home day in and day out, and in this suit he slew a powerfully mutated Trygon Prime in single combat. These suits of armor count as squat exo-armor that grants +1 toughness and strength.
  • Stonekin banner - Representative of the Men of Stone's defiance against the time of ending, the Stonekin banner is actually a powerful technological relic that can release a steady stream of healing nanomachines to allow warriors to fight on past grievous injuries and heal and repair their equipment with remarkable swiftness while dulling the sensation of pain. The stoneskin banner grants the Feel No Pain and It Will Not Die special rules to the user and his unit.
  • Reason - "Everyone listens to reason" is the motto of those who utilize these experimental rotary coilguns (peace through superior firepower was deemed too unwieldy a term). Capable of tearing through most forms of armor, these guns spit out a ceaseless stream of hypersonic spikes and never let up. First tested against Hive Fleet Kraken and ironed out in a successful Squat offensive that broke the back of the 13th black crusade's strike against the Squat worlds, the wielders of these weapons tore through land raiders, ancient suits of terminator armor, and reduced the leading Chaos Lord, Hyrskos the Fell Handed, to a fine bloody mist flecked with chunks of bone, ceramite and adamantium.
    • Profile (Range: 30", Strength: 4, AP: 1, Rules: Salvo 3/6, Armorbane, Rending, Shred, Sunder)

Armoury[edit]

  • Melee Weapons: A model may replace its Shot Rifle, Shot Pistol and/or CCW with a:
    • Chainaxe (+3pts)
    • Forge Weapon (+5pts)
    • Power Weapon (+15pts)
    • Power Pick (+15pts)
    • Force Weapon (+20pts)^
    • Power Fist (+25pts)
    • Heavy Chainaxe (+30pts)
    • Macro Hammer (+30pts)

^May only be taken by Psykers.

  • Ranged Weapons: A model may replace its Shot Rifle, Shot Pistol and/or CCW with a:
    • Shot Rifle (free)
    • Shot Carbine (free)
    • Auto-Shot Rifle (+5pts)
    • Light Fusion Projector (+5pts)
    • Combi-Weapon (+10pts)
    • Ion Pistol (+10pts)
    • Coil pistol (+15pts)
  • Exo Suit Melee Weapons: A model may replace it's Power Weapon with a:
    • Power Pick (Free)
    • Force Weapon (+5pts)^
    • Rock Drill (+10pts)
    • Macro Hammer (+15pts)
    • Rock Saw (+15pts)
    • Rock Cutter (+15pts)

^May only be taken by Psykers.

  • Exo Suit Ranged Weapons: A model may replace it's Auto-Shot Rifle with a:
    • Shot Cannon (+10pts)
    • Heavy Fusion Projector (+10pts)
    • Coil Cannon (+20pts)
    • Twin-linked Ion Rifle (+20pts)
    • Seismic Cannon (+20pts)
    • Cyclone Missile Launcher with Krak & Mole Warheads (+25pts)^

^Does not replace Auto-Shot Rifle

  • Special Weapons: A model may replace it's Shot Rifle or CCW with a:
    • Auto-shot rifle (+5pts)
    • Fusion-Projector (+5pts)
    • Seismic Rifle (+10pts)
    • Ion Rifle (+15pts)
    • Coil repeater (+15pts)
  • Heavy Weapons: A model may replace it's Shot Rifle or CCW with a:
    • Shot Cannon (+10pts)
    • Heavy Fusion-Projector (+10pts)
    • Missile Launcher with Krak & Mole Warheads (+15pts)
      • May also take Flakk Missiles (+10pts)
    • Coil cannon (+20pts)
    • Seismic Cannon (+20pts)
  • Special Issue Wargear
    • Squat Iridium Armour (+20pts)
    • Chameleon Cloak (+10pts)
    • Carapace Armour (+5pts)
    • Combat Shield (+5pts)^, ^^
    • Boarding Shield (+10pts)^, ^^
    • Refractor Field (+10pts)^
    • Force Field (+25pts)^
    • Squat Warbike (+25pts)^^, ^^^
      • The Squat Warbike may replace its Twin-linked Shot Rifles with Twin-linked Shot Carbines (free)
    • Digital Weapons (+5pts)
    • Survey Glass (+5pts)
    • Rune stone (+15pts)
    • Overdrive systems (+10pts)^^^
    • Psychic Hood (+5pts)^^^^
    • Melta Bombs (+5pts)

^May not be taken together.

^^May not be taken with Squat Exo-Armor or together.

^^^May only be applied to models equipped with Iridium Armour, Exo-armour, or Bikes.

^^^^Psykers only.

  • Tech Relics
    • Reason (25pts)
    • Concussion Mace (30pts)
    • Inertial Hammer (55pts)
    • Stonekin Banner (55pts)^
    • Mantle of Doom (60pts)

^Thanes only.

  • Vehicle Wargear
    • Searchlight (5pts)
    • Relic Plating (5pts)
    • Dozer Blade (5pts)^
    • Recovery Gear (5pts)
    • Pintle-Mounted Auto-Shot Rifle (5pts)^^
    • Smoke Launchers (5pts)
    • Missile Guidance System (5pts) ^^^
    • Extra Armour (10pts)
    • Hunter-Killer Missile (10pts) ^^^
    • Targeting Array (15pts)
    • Pintle-Mounted Shot Cannon or Heavy Fusion Projector (15pts)^^
    • Armoured Ceramite (20pts)

^May not be taken by Land Raiders, Walkers, Goliath Rockgrinders, Tremorbane Drillers or Carriages.

^^May not be taken by Walkers, Tremorbane Drillers, Land Trains, Carriages or a Colossus. May not be taken together.

^^^May not be taken by Tremorbane Drillers.

  • Aircraft Wargear
    • Relic Plating (5pts)
    • Infra-Red Targeting (5pts)
    • Illum Flares (5pts)
    • Chaff Launcher (5pts)
    • Missile Guidance System (5pts)
    • Distinctive Paint Scheme (10pts)
    • Targeting Array (15pts)
    • Armored Cockpit (20pts)
    • Armoured Ceramite (20pts)

HQ[edit]

Ancestor Lord[edit]

"I have the weight of my years behind me. What do you have?"

Amongst the Squats, none are more honored than the Ancestors, who form the basis of Squat religion. The Living Ancestors are legendary for their age and boundless wisdom. The respect given by the younger generations of Squats is well-earned, for they have often lived for more than 500 years, which is unheard of for the average Squat. Living Ancestors bear knowledge of ancient grudges that they use to inspire their brethren in wartime.

Some Living Ancestors are so ancient that they have developed Psyker powers. While not as powerful as the Psyker of other races such as the Eldar, the Living Ancestors can still hold their own. As such, Living Ancestors often carry Rune Stones, which assist in their psychic abilities.

When war comes to the Squat Strongholds, the Living Ancestors may be called to fight alongside the Brotherhoods and the Guilds. In these times, they take the title of "Ancestor Lord" and use their ancient wisdom to turn the tide of battle against the Squats' hated enemies. Some naive commanders have made the fatal mistake of underestimating the Ancestor Lord is frail and weak due to their "advanced" age, and have paid for their mistake in blood.

Points Cost - 80

WS BS S T W I A Ld Sv Unit Type Composition
Ancestor Lord 6 4 4 5 3 4 3 10 5+ Infantry (character) 1 Ancestor Lord


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation
  • Independent Character

Wargear:

  • Flak Armour
  • Shot Pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options:

  • May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.
  • May purchase up to two Psychic Mastery Levels (25pts each)
  • 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)
  • The Ancestor Lord may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.
  • If not riding a Bike then the Ancestor Lord may select items from the Heavy Weapons list.
  • If wearing Exo-Armour then the Ancestor Lord may select items from the Exo-Suit Melee Weapons and Exo-Suit Ranged Weapons lists.

Psychic Powers: An Ancestor Lord that has been upgraded to a Psyker may generate powers from the Biomancy, Daemonology (Santic), Stonemind, Divination and Pyromancy disciplines.

Warlord[edit]

"They think that just because they got more bodies than us they can win! They think tha because we're short and squat that we're weak! They think that we'll just roll over in front o' their green tide! LET'S SHOW 'EM WHY THEY'RE WRONG!"

Squat Warlords are the commanders of a Hold's army and the deadliest fighters an enemy will find. Possessed of great fighting skills, decades of experience, incredible courage and cunning, Warlords lead their lads through the most grueling of battles. Always being where the battle is the most intense and leading from the very forefront as frontline commanders, the reputation of Squat Warlords and the tallies of enemy skulls they collect can impress even Space Marine Chapter Masters or any other powerful warrior from any faction in the known galaxy. Sometimes a Warlord will outright refuse to back down if the odds prove to be against him and his lads due to sheer stubbornness. Yet even then the aforementioned stubbornness proved to be a contributing factor in turning what many would normally see as imminent defeat into victory.

In battle, Squat Warlords use the many weapons and wargear they have access to. It is not uncommon for the Warlords to sport more exotic tech or be clad in a suit of Exo-Armour while leading similarly clad stone kin where the fight is fiercest.

Points Cost - 60

WS BS S T W I A Ld Sv Unit Type Composition
Warlord 6 4 3 4 3 3 3 10 5+ Infantry (Character) 1 Warlord


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation
  • Independent Character
  • Stubborn

Wargear:

  • Flak Armour
  • Shot pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options::

  • May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.
  • May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts)
  • The Warlord may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.
  • If not riding a Bike then the Warlord may select items from the Heavy Weapons list.
  • If wearing Exo-Armour then the Warlord may select items from the Exo-Suit Ranged Weapons and Exo-Suit Melee Weapons lists.

Thane[edit]

"I'd sooner shave my beard than let this banner fall! Now onward, my brothers! For the League of Norgyr!" - Thane Oskar, during a battle on Cadia during the 13th Black Crusade

If the Squat Warlord would be the equivalent of a Space Marine Chapter Master, then the Thane would be one to a Space Marine Captain. Although not as lethal as Warlords, Thanes are tough and hardy military leaders that usually lead a single or more detachments of warriors. For every Warlord of a Squat Hold, there are dozens of Thanes that answer to him directly. Thanes are not only leaders, but also standard bearers. Usually mounting said banners on the back of their armors so to have both arms free to wield their weapons, the presence of a Thane boosts the resolve of the Squats around him and will never let the banner he possesses to fall. Thanes that proved to be particularly strong in both mind and body, to be exceptionally cunning and courageous, may have a chance to become the next Warlord.

Points Cost - 25

WS BS S T W I A Ld Sv Unit Type Composition
Thane 5 4 3 4 2 3 2 10 5+ Infantry (Character) 1 Thane


Special Rules:

  • Bitter Hatred
  • League Affiliation
  • Hardy Souls for Hardy Men
  • Independent Character

Wargear:

  • Flak Armour
  • Shot pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options::

  • May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.
  • May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a Power Weapon (40pts)
  • The Thane may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.
  • If not riding a Bike then the Thane may select items from the Heavy Weapons list.
  • If wearing Exo-Armour then the Thane may select items from the Exo-Suit Ranged Weapons and Exo-Suit Melee Weapons lists.
  • May take a Battle Standard (15pts)

Guild Engineer[edit]

"No, you daft bastard! The Coils wrap around the gun like this! How did the Mechanicus survive this long with idiots like you?" - Guild Engineer Baldrek, angrily mocking a Tech Priest of the Cult Mechanicus.

Squats since times ancient, back to the times of their human ancestors, had access to many technological achievements of the Dark Age of Technology while most of it was lost during the turbulent times of the Age of Strife. Despite this, they never stopped improving on existing technological pieces nor stopped with innovating and creating new techno-marvels. These tasks, along with making sure that every machine in a Hold works well, is the job of the Engineer Guilds.

Guild Engineers are the driving force behind the advancements of Squat technology. Most of the time they sit in the guild's vast factoria or laboratories constructing new armaments, tinkering with existing pieces, trying out something new or creating new tech from the very base. Unhindered by the likes of the Adeptus Mechanicus, Guild Engineers are free to pursuit passionately new heights (as long as they will not cross lines that should not be crossed no matter how tempting it would be). There are however times when Guild Engineers need to leave their Holds for various reasons, from joining expeditionary forces to reclaim lost technology or abandoned Holds, to aiding Squat armies with their expertise and knowledge.

In the mists of battle, Guild Engineers will repair damaged machines and use their skills to analyze and counter enemy armor. Commonly seen wielding exotic weapons and usually wearing Iridium or Exo-Armour, these technomancers are always valued by allies and have their enemies be wary of them.

Points Cost - 45

WS BS S T W I A Ld Sv Unit Type Composition
Guild Engineer 4 4 3 4 2 2 2 10 5+ Infantry (Character) 1 Guild Engineer


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • Independent Character
  • League Affiliation
  • Battlesmith: If a Guild Engineer is in base contact with, or embarked upon a vehicle, instead of shooting it may attempt to repair a weapon destroyed or Immobilised result, or restore a lost hull point on a D6 roll of 5+.
  • Master of Calculations: Instead of firing a weapon in the shooting phase, a Guild Engineer who has joined an artillery unit may confer his ballistic skill on any crew members firing artillery weapons.

Wargear:

  • Flak Armour
  • Shot Pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options:

  • May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.
  • May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts)
  • If not wearing Exo-Armour then the Guild Engineer may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.
  • If not riding a Bike then the Guild Engineer may select items from the Heavy Weapons list.
  • If wearing Exo-Armour then the Guild Engineer 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)

Special Characters[edit]

Overlord Hreid[edit]

An old and powerful Squat, Overlord Hreid is an extremely influential leader.

The influence of Hreid has an incredible reach. It encompasses nearly every Squat world, but in his League he's considered as first among equals in the eyes of other Warlords and Thanes. Even the Living Ancestors see him as someone who is deemed worth to follow.

Coming from League Norgyr, he and his ancestors were the ones who strongly advocated for alliances and integration with the Imperium of Man while still being independent and continues so to this day, yet they all also were, and are to this day determined to forge the Squats as a more unified force in order to make them better survive the galaxy that is ravaged by wars. Even when compared to his ancestors, he is one to be the most active in his bloodline to unify the Squats, yet because of the conflicts (both minor and major) and differences between Leagues, not to mention looking over the welfare of the planets of his own League, this task seems to be a daunting one.

With the appearance of Tyranids, the situation became grim as Squat worlds were devoured one by one, some being of great historical importance. Hreid knows well the history of how the Great Devourer ravaged the Squats. His own grandfather and father perished in battle against the monstrosities of Behemoth's tendrils (but not before managing to slay hundreds of them and dozens of monstrous creatures) when they answered the call to arms. With the appearances of Kraken and Leviathan, the old Squat grew more determined to unite his kin and and seeing the Tyranids committing the Ultimate Grudge against Squatkind, for there exist no curse neither in the Squat language, in Gothic, or in any of the languages of xenos to describe how unforgivable it is what the swarm did.

In battle, no matter if it is on foot or inside his unique suit of exo-armour, Hreid is a force of nature. Carrying his ancestral war axe Surtr along with the ancient Plasma Blaster Foe Blaster and the Golden Ring of Wards, the Overlord of Norgyr is a monster of a fighter, but also a skilled and charismatic commander who leads with courage and honour, as well as wisdom and determination. The most famous battles he took part in were the Scouring of Forseti where along with a Great Company of Space Wolves managed to defeat the Orks that occupied the ancient Squat world, the Gangalma Incident where he and his throng aided the Mordian Iron Guard in defeating a Chaos incursion, and finally the Inarian Crusade where his Squats managed to stop a tendril of Leviathan and culminating in him slaying a Tyranid Dominatrix which is no mere feat even for a Squat.

With the darkness engulfing more and more the galaxy, the Overlord of Norgyr dispatched one of his eldest son Lyngheidr to aid the forces that engaged the 13th Black Crusade, while he himself endeavored to hunt down the Tyranids that are plaguing the areas around Squat and Imperial worlds. If there are unsettled grudges, then Heidr will make sure they are settled, for he never leaves anything unsettled.

Points Cost - 250

WS BS S T W I A Ld Sv Unit Type Composition
Overlord Hreid 6 4 3 4 3 4 3 10 3+/3++ Infantry (Character) Overlord Hreid


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation (Norgyr)
  • Independent Character
  • Feel No Pain
  • Eternal Warrior
  • The Ultimate Grudge Bearer: Heidr and any unit he joins has the Preferred Enemy USR against the Primary Enemy Detachment.

Warlord Traits: Overlord Hreid has the Grudge Bearer warlord trait and may roll an additional Warlord Trait on any table.
Wargear:

  • Frag Grenades
  • Krak Grenades
Options:: May swap the Armour of Snorri and Frag and Krak Grenades for the Armour of Strullson for free.
Tech Relics:
  • Axe of Surtr: Heidr's unique Forge Axe that was passed from father to son for generations, this weapon is made in such a way that it greatly amplifies the physical power of the wielder. The force is more than enough to slay a Space Marine Terminator or Tau Battlesuit in one powerful blow, and if the adversary somehow survived the blow, then Surtr's flames would off them completely. The Axe of Surtr has the following profile:
Name Range Strength AP Special Rules
Axe of Surtr - +3 2 Melee, Unwieldy, Two-Handed, Master Crafted, Soulblaze, Flammable, Great Cleave
Great Cleave: On a roll of 6 to hit in Close Combat, the wielder causes two hits instead of one.
  • Foe Blaster: An ancient weapon that was gifted to Heidr's ancestor back during the Great Crusade by the Imperial Fists Legion as a token of friendship, this mighty Plasma Blaster makes short work of any and all enemies. Foe Blaster has the following profile:
Name Range Strength AP Special Rules
Foe Blaster 18" 7 2 Assault 3, Gets Hot!, Shred
  • The Armour of Snorri: An armour that once belonged to one of two legendary Squat heroes of Norgyr, this iridium armour is a incredible piece of craftsmanship that allows for great protection as the technology behind it allows to weaken the attacks of the enemy inflicted upon the user. How it came into the possession of Heidr's family is unknown. The Armour of Snorri is Squat Iridium Armour. Additionally any attack (ranged or melee) against Heidr has their strength reduced by 1 (thus a weapon with S5 becomes S4).
  • The Armour of Strullson: An armour that once belonged to one of two legendary Squat heroes of Norgyr, this exo-armour is incredibly sophisticated and offers terrific power and protection. How it came into the possession of Heidr's family is unknown. The Armour of Strullson is a set of Squat Exo Armor that grants +1 to Heidr's strength and the Feel No Pain (4+) special rule.
  • Golden Ring of Wards: A treasured tech relic that was created when the first Squat holds were created, what looks like a simple ring is in fact a extremely advanced piece of technology made from knowledge from the Dark Age of Technology. The ring emits something akin to a plasma field that protects the wearer from danger. And if by some strange coincidence the plasma field is breached the built in warp-manipulation mechanisms knit back any wound the wearer sustained. The Golden Ring of Wards grants the wearer the It Will Not Die USR and a 3++ Inv Save.

Ancient Gandr[edit]

"But I, being old, have only my memories; I have spread my memories under your feet; Tread softly, for you tread on my memories."

Squats are known to live much longer than the average human. Then some of these Squats tend to outlive others of their kin, thus becoming Living Ancestors who are centuries old. But among the latter group, there is one who is particularly old.

Ancient Gandr is one such Living Ancestor, and he is indeed a living piece of history. Even other Living Ancestors from the other Leagues don't remember a time where he wasn't around. Nobody knows how it is possible for a Squat like him to go above a whole millennium and more. Yet if there is anything the Squats know, then there is the fact that Gandr is someone to whom everyone from all different Leagues come for advice in the most difficult of situations. Gandr knows many secrets and served many Warlords and Thanes as a advisor. However, the grumpy Squat will not advise any Warlord or Thane unless they prove themselves before him. These vary, yet every task he gives is challenging.

Gandr's story is shrouded in myth, as after a turbulent period in the story of his home hold on planet Torq, nobody except for the Ancient knows his past. All he can tell that he was once a Heartguard, and that he had a family he lost in a tragic incident that he does not want to talk about. It is also rumored that back then he was a more optimistic fellow and that the loss of everything he held dear turned him into a walking mountain of grumblings.

When battle begins, Gandr will turn into a psychic storm. Combined with his knowledge and centuries of hard won experience, every enemy was either routed or utterly annihilated. Crackling from head to toe with warp energies, the Ancient will crush daemon engines with thought alone, grind infantry to paste and detonating enemy psykers and daemons who clearly love to underestimate him. He in fact likes to collect everything from his encounters with enemy psykers, which are usually bits or charms taken from their armours. Even Eldar Farseers that fought the Squats joined by the Living Ancestor barely escaped with their lives since they did not count that he would be this powerful. Some Farseers were not this lucky and were slain by Gandr for their hubris, while their soulstones taken by him as trophies to further insult them. Needles to say, Eldar hate him for this and will do everything to get the soulstones from him. Daemons who survive an encounter with Gandr quickly learn that the next time they go up against the Squats of Grindel they will do so as long as the Living Ancestor is not around.

Currently the Squat, though he really dislikes it, is working with the Inquisition in order to aid the Imperials in the fight against the 13th Black Crusade of the Despoiler. His wisdom on many of the enemies of the Imperium, and more importantly on Chaos, is what may turn the tide in favor of the Imperials.

Points Cost - 250

WS BS S T W I A Lds Sv Unit Type Composition
Ancient Gandr 6 4 4 6 3 4 3 10 3+/4++ Infantry (character) Ancient Gandr


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation (Grindel)
  • Independent Character
  • Eternal Warrior
  • Psyker (Mastery Level 3)
  • Stubborn
  • Titanic Willpower: Ancient Gandr gains a +1 to any psychic related rolls (including resisting enemy psychic powers and rolling on the Perils of The Warp table). Additionally if Gandr manages to successfully cast a psychic power, then he gains an additional Warp Charge for use in the next Psychic Phase.
  • Living Vault of Wisdom: Ancient Gandr can choose between the following stances before a battle. He grants the benefits of that stance to himself and the unit he is with:
>Close and Personal: Counter Attack and Rage USR.
>Silent and Unseen: Scout and Move Through Cover USR.
>Precise and True: Precision Shot and Rending USR for ranged weapons (if a weapon has either of these rules, then the model gains a +1 to BS).

Warlord Trait: Shield Wardens
Wargear:

  • Shot Pistol
  • Force Field
  • Frag Grenades
  • Krak Grenades
  • Psychic Hood

Tech Relics:

  • Staff of The One-Eyed: An ancient force staff that was created by the Living Ancestors from unique Dark Age technology back in the days of the Great Crusade, and which the secrets of its construction was lost in the turbulent times of past. Until properly empowered, the Staff of The One-Eyed functions as a comparatively ordinary Force Staff. It is not until the weapon is empowered like a typical Force Weapons where it shows its immense power, capable of sending Ork Warbosses flying backwards in pieces and instantly slaying the largest of monsters and needing to be wielded in two hands to be controlled. It is said that this staff was created with the help of Magnus The Red when he was still a loyalist as a token of friendship, though it is a subject of debate whether or not he had a hand in this (especially among Inquisitors). The Staff of The One-Eyed is a Master-Crafted Force Staff. Gandr may channel his might into the staff, giving it power beyond that what a normal force weapon can do. The Mighty Empowerment costs 2 Warp Charges. The weapon has the following profile during the duration of the power:
Name Range Strength AP Special Rules
Staff of The One-Eyed (Mighty Empowerment) - x2 2 Melee, Two-Handed, Unwieldy, Master Crafted, Concussive, Strikedown, Instant Death
  • Void Shell: A heavily modified suit of Iridium Armour that was tweaked or overhauled through the millennia. Originally designed for void operations from simply industrial to military ones, the armour underwent modifications during times of need to the point that it stopped looking like it used to be originally. The suit was further modified to suit the needs of Gandr. The Void Shell is a suit of Iridium Armour with the Void Hardened special rule.
  • Void Hardened: A model equipped with void hardened armour may re-roll failed saves made against weapons of either the Template or Blast type and reduces the distance rolled for Charges, Sweeping Advances and Run moves by 1". Void Hardened armor has some additional effects when playing a Zone Mortalis game (as noted in the Zone Mortalis rules).
  • Trinket Idol: A large pole with the symbol of Grindel atop of it and with numerous trinkets and wards. The trinkets are often parts of enemy psyker wargear that Gandr took as trophies after slaying them, but there are also a number of Eldar soulstones that belonged to Farseers the Ancient defeated. Psykers are very vary of even approaching the mighty Squat, but in case of the Eldar he becomes a prime target for very good reasons...not that he has anything against it. Daemons on the other hand will have difficulties in fighting Gandr due to the wards the Squat is carrying on his idol. Any unit with the Psyker, Brotherhood of Psykers or Daemon special rule attempting to make a shooting attack, launch an assault or cast a psychic power on Grandr and his unit must take a leadership test before resolving the action. If the test is failed, they may not perform the action (but can choose to do a different action). Any enemy units from Codex: Craftworlds have the Hatred (Grandr) special rule.

Psychic Powers: Ancient Gandr generates powers from the Biomancy, Daemonology (Santic), Stonemind, Divination, and Pyromancy disciplines.

Master Engineer Brokk, The Mad Inventor[edit]

You see the problem, right here, all you need to do is connect the Ampage repeater to the coil escapism and, voila! We've got both a hypersonic electromagnetic thermal capacitor ballistc weapon, and a toaster. Does any anybody have butter rations, I'm hungry.

Squats are well known for their technology and wisdom when it comes to artifacts of the Dark Age of Technology. Unlike the Techpriests of Mars, Squats invent, create, and even innovate. Yet there are moments when there are lines that should not be crossed or cannot be crossed due to limitations. Brokk however aims for crossing the latter luckily. A Master Engineer of League Kapellar and peerless pioneer of new inventions, Brokk is most of the time seen both as a example of how a Squat should be, yet as well one where a Squat should NOT.

Some call him a genius. Some call him a madman. Others that he is downright random at times, and there are even those that call him all these things together. In the Imperium, the Adeptus Mechanicus would have cried heretek over the mad experimentations Brokk is doing, while even Squats think he sometimes overdoes some of those. Even then the Thanes and Warlords will tolerate him if it means that he can produce something that would benefit the hold. He never disappointed.

Brokk constructed many insane vehicles and pieces of technology. Some, after further field-testing, were put into production, but most are so unstable that only the most courageous (if not insane) Squats would go and use them at all. The Master Engineer does not see anything wrong with those and simply thinks that other Squats have no idea how to use them properly. Other Squats will point otherwise however...

When the Tyranids arrived and started to feast on Squat holds, it was Brokk who pioneered many anti-Tyranid weapons against hordes of swarming Gaunts and Rippers, as well as the largest and deadliest of monstrous creatures the xenos spawned during the later Tyrranic Wars. A survivor of one of the incident involving a stray tendril of the remnant of Hive Fleet Behemoth during a weapon test on Kyrin V where emissaries from both other Leagues and the Imperium came to observe, Brokk, back then still a disciple in the Engineering Guild, saw first-hand the feeding-spree the Tyranids where capable of. Although the planet was saved from being devoured with the help of the nearby Squat fleet and a Crusade Fleet of Black Templars, Brokk was downright horrified and enraged at the wanton destruction the Swarm left, not to mention loosing his old master and many of his peers. This also resulted in him becoming a dedicated Tyranid hunter, and probably this was one of the events that drove him to become Master Engineer. Currently the Squat is helping both Overlord Hreid in hunting down Leviathan splinters as well as aiding the Ordo Xenos in finding a way how to even more efficiently combat the threat posed by the Tyranids. Even more, he even took his private forge ship and an army of volounteers from multiple Kappelar holds to make sure the tragedy of Kyrin V would not repeat itself.

In battle the Master Engineer can either go on foot, wearing his Iridium Armour equipped with a arsenal of unique weapons and gear, or while commandeering his personal Land Raider called Gullin, a machine he himself build and loaded with unusual upgrades. No matter which way of warfare he chooses, Brokk unleashes his arsenal of bizarre weapons and support mechanisms that would make even a Magos of Mars or a Ork Big Mek feel jealous. These devices are often as dangerous to anyone who challenges the Master Engineer, as they are to Brokk himself and his allies. Then again, the Squats ignore that part of Brokk due to the fact that these contraptions always work as much as his already crazy plans.

Points Cost - 175

WS BS S T W I A Ld Sv Unit Type Composition
Master Engineer Brokk 4 4 3 5 2 2 2 10 3+ Infantry (Character) Master Engineer Brokk


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • Independent Character
  • League Affiliation (Kappelar)
  • Battlesmith
  • Preferred Enemy (Tyranids)
  • Master of Calculations
  • The Mad Inventor: A single (un)fortunate squad (or vehicle/vehicle squadron) in the same detachment as Brokk can upgrade all of their ranged weapons. If Brokk starts the game in a Land Raider, it must be that Land Raider. Unfortunately, the improvements in question are always dependent on the mad inventors whims and always risky. Roll a D6 to determine the bonus special rule the unit gains for its weapons. If the weapon already has that special rule, then the weapon gains a +1 to its Strength instead. Regardless of what is rolled, the weapon gains the Gets Hot! special rule as well.
  1. Lance
  2. Rending
  3. Shred
  4. Precision Shots
  5. Armourbane
  6. Poisoned USR
  • Roll Out The Big Guns: A single Heavy Support choice in the same detachment as Brokk may have its battlefield role changed to Troops.

Warlord Trait: Guild Apprentice
Wargear:

  • Ion Pistol
  • Coil Pistol
  • Frag Grenades
  • Krak Grenades
  • Iridium Armour

Tech Relics:

  • Grand Harness: The personal Servo-Harness of Brokk. The Grand Harness was designed by him to increase his efficiency while repairing or constructing in the most heavy duty way imaginable. This wargear has more mechadendrites and servos than those used by other Guild Engineers or anyone who follows the paths of either the Priesthood of Mars or even those of the Dark Mechanicus. Indeed, even Techpriests that met Brokk were actually surprised by the size and armaments the darn harness has. Brokk, thanks to the Great Harness, is capable of repairing much more efficiently and faster any damaged vehicle to the point that it comes back to being fully operational. When not repairing, Brokk becomes a one Squat support battery for his fellow warriors or turning even the toughest enemies into a bloody pulp with his Servo Arms The Grand Harness is a Servo Harness. Both of its Servo-Arms are Master-Crafted and it has a Auto-Shot Rifle in addition to its other weapons.
  • Draupnir System: Probably THE greatest invention that the Mad Inventor came up with, yet which is also in the experimental phase. Inspired by the ancient teachings of an ancient Terran scientist from the early 2nd millennium about mass and energy, as well to show those pesky Eldar that they are not the only ones in the galaxy that can produce their own resources, Brokk created a unique machinery called the Draupnir System. An invention that even the Adeptus Mechanicus failed to even take beyond simple theory, the Draupnir System (fully named the Draupnir Energy Generating and Mass Synthesis Assembler) is essentially a powerful quantum generator that produces energy and mass that are used for powering armaments and ammunition production. In addition, apart of producing energy and ammunition, the Draupnir System can generate a force field that envelops both Brokk and anyone near him, protecting them from incoming projectiles. There is however one fatal flaw in it. If the Draupnir System were to be damaged somehow, the risks of this would be a catastrophic explosion that would wipe out everything in a large area. The Draupnir System grants Brokk, and any unit 12" from him a 5++ Invulnerable Save. Any squad joined by Brokk re-rolls all failed To Hit rolls of 1. If Brokk is reduced to 0 wounds, then the Draupnir System goes haywire and ensues in a large explosion. Before removing Brokk as a casualty, put a Massive Blast Template over him. All models under the template suffer a single S10 AP1 hit.

Thrudrak Alemetal, Master of the Runes[edit]

"So far there have been no warp spawned nightmares that have breached my runes. And you will not be the first" Thrudrak Alemetal to an Unnamed Lord of Change

The leader of the runesmiths of the Srry'Tok brotherhood, one of the two brotherhoods who have joined the Tau Empire as full members. The Master of Runes is an important role in every Demiurg brotherhood, leading the runesmiths in their tasks of forging and repairing all the equipment and vehicles that the Demiurg use. Thrudrak came into his position very late in his lifetime and is not expected to last another fifty years, a short time in the reckoning of the Demiurg. However as a valued member of the brotherhood many go to him for advice including the Elders that make up the leadership of the Brotherhood. Not often seen without his trusty hammer even in the most mundane tasks, he will often smash the hammer into the nearest piece of fragile architecture to make a point or silence a room.

Thrudrak holds the rank of 'O in the ranking of the Tau caste system for the Demiurg Caste and is often consulted on Ion technology by the Earth Caste although he does keep safe many of the secrets of the Technology as sole purview of the Demiurg such as the Ion Dampener and the secrets of the Runes.

Points Cost - 175

WS BS S T W I A Ld Sv Unit Type Composition
Thrudrak Alemetal 4 4 3 4 3 3 3 10 2+/4++ Infantry (character) Thrudrak Alemetal


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation (Demiurg)
  • Independent Character
  • Master of Calculations
  • Battlesmith

Warlord Trait: Master Miner
Wargear:

  • Exo Armour
  • Twin-linked Ion Rifle
  • Servo-Arm

Tech Relics

  • Hammer of Berim: Thrudrak's hammer has been passed down for generations for the leaders of the runepriests of the Srry'Tok brotherhood. The head of the hammer has many special archeotech devices that are ill understood by the Demiurg. The runes embedded in the hammer along with the technology make it a fierce foe against the shields of any race letting it bypass them with ease. The Hammer of Berim has the following profile:
Range: -, Strength +2, AP: 3, Rules: Melee, Two-Handed, Concussive, Ignores Invulnerable Saves
  • Gòstang Thoth: A specially crafted gorget with runes of protection glittering brightly on the metal. The gorget was made to help protect the master of runes in his duties on the field and in the forge of the Brotherhood shops. Gòstang Thoth grants Thrudrak the ability to re-roll failed invulnerable saves.
  • The Keystone: A masterwork of Rune Smithing, this Adamantine and Iridium Rune is said to be the first rune ever made, every Rune Stone since being a pale imitation. The Keystone is a Rune Stone that also allows Thrudrak Alemetal to successfully Deny the Witch on a 5+, and adds 2 dice to the Deny The Witch pool during your opponents psychic phase instead of 1.

Old Boltsman Joseph[edit]

It's a grizzly thing ain't it lad, took it from one o' them ol' silver and green Necrontyr bastards. O' course he got what remained o' me left ear, but I got his bloody fool head in exchange. Makes a wonnerful story that one.

A Squat that comes from the great Bugginson family of famous brewers from the League of Thor, the early life of Joseph was actually filled with boredom to some point due to how peaceful it was for him. Not that brewing was a bad thing for the then young Joseph.

Joseph did enjoy brewing the finest brews that would make even Space Marines want to drink, but the young Squat wanted badly to join the ranks of soldiers of his home hold of Muspel out of a drive for adventure and to see the parts of the galaxy outside the home sub-sector. After a long talk with his father, the old Squat finally did agree for Joseph to join the army of Warlord Kardrak. The Squat took his old coil gun he had since childhood and moved out.

Being a Squat warrior is all but easy, yet the young Bugginson found it exhilarating during his first campaign against the Snakebites Orks of Mogondo that occupied an abandoned Squat hold there. It was all glorious for him and he hoped to share all the stories of his battles with his family...until the Squat came back to see his hold besieged.

The Mogondo Orks were a distraction, and the main WAAAGH!!! was already besieging Muspel. Warlord Kardrak ordered his warriors to assault the besieging Snakebites. When the force made planetfall, it all went from bad to worse when the skies darkened and became purplish. Chaos Daemons AND Tyranids also assaulted Muspel, which forced the Squats there into a four-way battle against Greenskins, Daemons, and Bugs alike. Each seemingly focused solely on destroying the Squats before turning on each other

The devastation was so great that Squats from other holds had to join in to aid Kardrak. In the ensuing chaos, Joseph and groups of fellow warriors separated from the main force. While in a normal situation they would have been written off as dead due to a concentration of so many enemies, but Joseph was very determined to survive this. During the Mogondo fights, he managed to master the skills needed for pathfinders and scouts when he and his fellows were sent on recon missions to collect data. He never thought that these skills would be so useful in the situation he was.

Without any support from the main warband Joseph and his lads turned to Hit and Run tactics, never staying still, living off of the few non-poisoned pieces of land they could find, and striking at the heart of their enemies forces. Targeting synapse creatures, Greater Daemons, and Ork Warbosses with brutal efficiency and fading away before their enemies could react. After ten standard Terran years, the Squats of Muspel had finally won back their home, but at a terrible price. Kardrak was dead. Joseph's family reduced to a handful of members, and to top the whole bloody mess off, the planet itself was a wreck, poisoned and exhausted, yet luckily not beyond reparation. As the only senior member of the Bugginson family, Joseph swore that he would exact vengeance for this and to rebuild his family.

Joseph took off with his remaining family members, as well as those who fought alongside him, on the Bugginson ship "The Arrow-Head" as a independent force/mercenary group, sometimes even taking in Squat refugees in order to bolster the ranks of his warband. Over the years Joseph grew in experience and his small army grew with many more volunteers from other holds that were molded to think like hunters and infiltrators by the now old Bugginson. Bugginson aided beleaguered Squat and Imperial worlds that suffered from raids and to resolve invasions the Imperial Guard had problems with. At some points in his life, Joseph even fought alongside the likes of the Tanith First-and-Only, as well as the Raven Guard and Raptors Space Marines. All three shared the same mentality as the Squat and his lads, thus none had problems with cooperation.

Currently the old Squat is actively pursuing a secret agenda. Nobody knows what it is, but the presence of Raptor Space Marines and a squad of Deathwatch Marines would suggest it is something of a enormous task...

Points Cost - 135

WS BS S T W I A Ld Sv Unit Type Composition
Old Boltsman Joseph 6 4 3 4 3 3 3 10 4+/4++ Infantry (Character) Old Boltsman Joseph


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation (Thor)
  • Independent Character (Unique)
  • Infiltrate
  • Move Through Cover
  • Monster Hunter
  • The Arrow Head: Joseph is willing to accept fellow Squats from any league who are interested in rescuing the Squats who had lost their holds to the many menaces of the galaxy. The only restrictions are that a recruit has to be willing to devote themselves to the path of stealth and infiltration and be old enough to have a 'Longbeard' as younger Squats are told to stay at their holds to help make it strong and form or continue a lineage of their own. A detachment containing Joseph may take Longbeard units as Troops choices.
Warlord Trait: Refugee Leader
Wargear:
  • Carapace Armour
  • Force Field
  • Survey Glass
  • Chameleon Cloak
  • Frag Grenades
  • Krak Grenades

Tech Relics

  • Hunter's Friend: Oh this, she's been with me ev'r since I was a wee little nipper, beardless and tall as me momma's knee I was when I first got 'er. Made my first kill with 'er. I remember the first time she broke an' I swore vengeance on the damned Greenskin what had done it. It was only when I had his head did I go see a friend o' mine in the guild. Had him teach me how to make 'er new again. Teach me how to make her better. I never really stopped adding to 'er since. But she's still me first little peashooter, ain't cha? Hunter's friend is a Coil repeater with the Following Profile.
Hunter's Friend || R 36" || S:- || AP1 || Heavy 1, Sniper, Armourbane
  • Flay: You wanna see Flay? No, No you don't. She's an ol' friend, but she's not for wee grubs like you lot. She's seen the dark side o' me business, an' she's seen far too much o' that for her to tell you louts any o' her stories. There're some things you need to live rather than have some crusty ol' codger like me tellin' you about.
Flay || R - || S:User || AP4 || Melee, Rending, Flayer
  • Flayer: To Wound rolls of a 6 Wound automatically when attacking with Flay, regardless of the target’s Toughness. Against vehicles and buildings, an Armour Penetration roll of 6 that does not cause a penetrating hit automatically causes a glancing hit.

Ungarr Doomseeker, The Eternal Slayer[edit]

Lucky in war, and nothing else.

Squat Berserkers are known for their insane and single-minded approach to combat, complete and utter disregard for personal safety and overall wanting to slay their enemies in the most spectacularly brutal way imaginable. Few individuals, like the Death Company Marines of the Blood Angels or the Khorne Berserkers of the World Eaters, can match Squat Berserkers in sheer killing efficiency. Yet among these abhuman individuals, there is one that tops them in every way imaginable.

Ungarr Doomseeker is one, if not the only one in his own category. Shrouded in mystery, being bigger (yet not that much) than your average Squat, and not liking to talk much about his past, Ungarr is often described as a unbound tempest of destruction whenever he gets into combat. All that is known about him is that he was once a Thane, though from which League he came from is unknown along with him becoming a Leagueless warlord that travels the galaxy with his host made mostly out of Squat Berserkers.

If there is one thing to know about Ungarr is that he exists to vanquish the monstrosities that live in the shadows of the galaxy, as well as to collect the skulls of the enemies of the Squats. His combat skills are no idle boasting either, as he has slain by himself truly powerful individuals and monsters that would require a entire Leman Russ Tank squadron to put down. He even once got swallowed whole by a Tyranid Mawloc, only in some impossible way to survive being shredded by the beast's digestive system and tear his way through, before clawing his way from the shallow grave it now occupied.

Lesser enemies are simply shredded in an instant when they cross paths with Ungarr, whether are those Chaos Marines or even Tyranid Warriors. Once even an Eldar Autarch of Biel-Tan was forced to fight with alongside the Squat against Necrons, and instead of simply killing Ungarr and his lads (as it is with standard Biel-Tan procedures), the Autarch retreated with his warhost because he did not want to make his Eldar into an unnecessary sacrifice to Ungarr's battle frenzy. All these times the Doomseeker showed absolutely no emotions, only deathly silence and complete focus in battle. Something that is extremely unusual for Squat Berserkers.

Various factions, both Squats and the various Imperial armies, often hire Ungarr and his Berserkers when a situation requires to be dealt with extreme prejudice. Ungarr takes his unique twin-bladed chain-axes and rushes with his lads to slay their enemies, while the cool-headed Squats in his army give them fire support.

Currently Ungarr has been hired out by the League of Grindel to aid Ancient Gandr's alliance with the Imperium against the 13th Black Crusade, neither having been heard from since the fall of Cadia.

Points Cost - 220

WS BS S T W I A Ld Sv Unit Type Composition
Ungarr Doomseeker 6 4 4 5 3 3 3 10 3+/4++ Infantry (Character) Ungarr Doomseeker


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • Independent Character
  • Eternal Warrior
  • Rage
  • Counterattack
  • Fearless
  • Leagueless: Ungarr Doomseeker and every Squat in his detachment have no League Affiliation.
  • Berserker Lord: Up to three Berserker units in a detachment containing Ungarr Doomseeker can be taken as Troop Choices.
  • Undying Will: If Ungarr loses his last Wound, place him on his side instead of removing him. At the start of your next turn, roll a D6. On a 3+ he regains a single Wound – place Ungarr as close to his previous position as possible whilst remaining more than 1" from any enemy models or impassable terrain. On a 1 or 2, Ungarr is removed as a casualty.

Warlord Trait: Grudge Bearer
Wargear:

  • Frag Grenades
  • Krak Grenades
  • Squat Iridium Armour
  • Force Field
Tech Relics:
  • Twin-Axes of Skad and Sunn: A pair of powerful Chainaxes wielded by Ungarr. None of his retainers, nor those versed in the knowledge of the Dark Age of Technology know from where these weapons came, yet alone where he got them. One is sure that these chainaxes are unique, even from one another. Skad is said to freeze an enemy if it manages to pierce their defenses, while Sunn acts the same way as a forge weapon while also allowing to spit fire at enemies who cross paths with Ungarr. The Twin-Axes of Skad and Sunn have the following profile:
Name Range Strength AP Special Rules
Skad - +1 2 Melee, Master Crafted, Freezing Teeth
Freezing Teeth: If an enemy model fails his armour save and suffers a wound, the model must take a Strength test. If the model fails a test just once, then the model suffers Instant Death.
Name Range Strength AP Special Rules
Sunn - +1 2 Melee, Master Crafted, Soulblaze, Shred, Flammable

Dread Sorcerer Fafnir[edit]

Mine, mine, mine, it's all mine. Everything's mine! Your life is MINE! MINE! MINE! MINE!

Lorem Ipsum Dolor Sit Amet

Points Cost - 165

WS BS S T W I A Ld Sv Unit Type Composition
Dread Sorcerer Fafnir 5 4 3 4 3 3 3 10 4+ Infantry (character) Dread Sorcerer Fafnir


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation (Emberg)
  • Independent Character
  • Psyker (Mastery level 3)
  • Preferred Enemy

Warlord Trait: XXXXXXX Brewer
Wargear:

  • Carapace Armour
  • Frag Grenade
  • Krak Grenade

Tech Relics:

  • Dragon's Breath Projector: The tool with which Fafnir originally uncovered the Gold Casket of Hashut, and killed his brother when they fought over its possession. This Fusion projector has long been in Fafnir's obsessive ownership and has been deeply soaked in his greed, malice, and cruelty. This process turning what was once just a tool into a weapon of horrific potency. Fafnir's Dragon's Breath Projector is a unique Fusion projector with the following profiles:
Dispersed Profile: Template, S:4, AP5, Assault 1, Torrent
Focused Profile: 12", S:6, AP1, Assault 1, Armourbane
  • Dragon's Golden Fang: Fluff, fluff, fluff. The Dragon's Golden Fang is a Forge Weapon with the Force special rule.

Psychic Powers: Dread Sorcerer Fafnir may generate his powers from the Biomancy, Daemonology (Malefic), Divination, Hashut, and Pyromancy disciplines.

Ulgin Earthshaker[edit]

"Yer in my house now, I'm gonna bring the roof down on ya." Ulgin to Warboss Schwartz during the infamous seige of Hold Magrinll

It is said that all empires are founded on the backs of those who take their stance against barbarism, tyranny, and injustice. If this is truly the case then Ulgin Earhshaker could carry an entire civilization by himself, so stout is his belief and unyielding is his purpose.

Born as a Clanless refugee, Ulgin's family were taken in by the League of Kapellar in exchange for an indentured servitude that was essentially slavery. The refugees working in the dark and dangerous underside of the Kapellar Machine-Shops, greasing gears that threatened to grind the unwary into paste, maintaining steam-works in extreme heat that caused their beards to ignite, fixing still active circuits as sparks flew and wires buzzed. It was in this environment that Ulgin took his first stand, against a family of Hrud that had somehow infiltrated the catacombs of the Kapellar League ship he was serving upon.

Armed with only an inertial wrench and a rivet bolter, and armoured in a void suit, Ulgin somehow managed to hold off the entropic parasites for long enough that the Kapellar Exo-Warriors aboard the ship could arrive and destroy the infestation before it got fully underway. The Exo-Warden promising Ulgin that, once he got out of the medical bay, he'd induct the young Squat into the Exo-Warriors as a member of League Kappelar.

So began Ulgin's long, grueling, and often obstructed career through the ranks of the Exo-Warriors. Time and time again he could be found on the front rank of whichever battlefield he had been deployed to, enemy charges breaking against him as he stood unyielding forward with hammer and cannon turning his foes into mulch.

Points Cost - 105

Name WS BS S T W I A Ld Sv Type Composition
Ulgin Earthshaker 5 4 3 4 2 3 2 10 2+/4++ Infantry (Character) Ulgin Earthshaker


Special Rules
  • Independent Character
  • Bitter Hatred
  • League Affiliation (Kapellar)
  • Hardy Souls for Hardy Men
  • Unmoving Resilience: Ulgin Earthshaker is immune to the Strikedown, Concussive, and Blind USRs so long as he hasn't preformed any non-compulsory movement in his previous turn.
Wargear:
  • Squat Exo-Armour
  • Master-crafted Macro Hammer
  • Overdrive Systems
  • Battle Standard

Tech Relics:

  • The Planet Cracker: The Planet Cracker is a Seismic Cannon with the Ignores Cover and Homing Special rules.

Harll and Davi-son[edit]

"Nobody's gonna take my ride, I'm gonna break the speed o' sound, nobody's gonna take my girl, she'll drive 'em straight inta the ground"

Lorem ipsum dolor

Points Cost - 120

Name WS BS S T W I A Ld Sv Type Composition
Harll and Davi'son 5 4 3 5 4 3 4 10 4+ Bike (Character) Harll and Davi'son


Special Rules
  • Independent Character
  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation (Thor)
  • Skilled Rider
Wargear:
  • Carapace Armour
  • Coil Pistol
  • Frag Grenades
  • Krak Grenades
  • Twin-linked Heavy Fusion Projector
Tech Relics:
  • Sleipnir: Sleipnir is a Squat Warbike that allows its riders to fire at full BS when Jinking.

ELITES[edit]

Hearthguard[edit]

"For Hearth and Hold we stand" - Hearthguard Dunrog

Not all Squats dream of one day being a master warrior; some dream of being renowned brewers, of being celebrated engineers, of being canny pilots or ancient runesmiths, but it must be said, that when the Hearthguard walk past, all Squat respect the sheer energy and drive it must have taken them to gain their position, for the Hearthguards are the chosen warriors of Lords and Thanes. Only those whose skill in battle and loyalty to the hold is unmatched are ever considered for such a position, and even then the tests that many are put through as proof of their skill of heart are as prone to cripple, if not outright kill, those who have survived on luck alone.

Those who survive these tests unscathed are sworn into the Hearthguard immediately, as representatives of their lords will, to act as protectors of the hold and bearers of laws during, rare, peaceful times, and as a personal bodyguard to the Hold's Warlord during, much more common, times of strife.

Points Cost - 75

WS BS S T W I A Ld Sv Unit Type Composition
Hearthguard 4 4 3 4 1 2 2 10 4+ Infantry 4 Hearthguard
Old Guard 4 4 3 4 1 2 2 10 4+ Infantry (Character) 1 Old Guard


Special Rules:

  • Bitter Hatred
  • League Affiliation
  • Hardy Souls for Hardy Men

Wargear:

  • Carapace Armour
  • Shot Pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options:

  • You can add up to five Hearthguard to the squad (15pts each)
  • Any model may choose equipment from the Melee Weapons and Ranged Weapons lists.
  • If not riding a bike, up to four models may select items from the Special Weapons or Heavy Weapons lists.
  • If riding a bike, up to four models may select items from the Special Weapons list.
  • The entire squad may be equipped with any of the following if not on Bikes:
    • Survey Glasses (2pts each)
    • Chameleon Cloaks (2pts each)
    • Combat Shields (3pts each)
    • Boarding Shields (5pts each)
  • The entire squad may be equipped with:
    • Melta Bombs (5pts each)
    • Squat Warbikes (11pts each)
  • If riding Squat Warbikes, the twin-linked Shot Rifles may be replaced with twin-linked Shot Carbines (free)
  • If riding Squat Warbikes then any model may take Overdrive Systems (2pts each)
  • If not on Bikes then the squad may take a Rhino or Land Raider as a Dedicated Transport.

Berserkers[edit]

"It is a good day to die. For us AND our enemies." - Final words of Berserker Bargensonn

Squat berserkers, otherwise known as "Grudgebearers", are at once considered paragons of Squat culture, and a grizzly reminder on the their leagues last great failure. A combination that hails back to their harsh beginnings.

Back when the Bearded Ones were just starting out as a people, they could not have picked more desolated homeworlds. Life was a series of constant challenges, and it was this, they believed, that made the Squat society so tough and tight-knit. Clan might bicker with clan over basic resources that their technology could stretch out enough to make argument pointless, but outside of raised words and contained violence in such matters each Squat knew that their home itself worked hard enough to destroy them, no need to add to its efforts.

No legend is quite sure when this changed, each league naming ancient clans that may no longer even exist as the aggressors, but at one point one of these arguments over water grew too large for the elders of the aggressor side to contain their more hot-blooded youngsters who resented the other clan for stockpiling the water during a lean time. Youngsters who, in the dead of night, snuck into the opposing clans hold, and did their best to slaughter every last Squat they could lay their hands upon.

Three children survived long enough to be found by a third clan who had arrived to trade. The nursery they had been found and described by shaken warriors as "a charnel house".

Perturbed the Council of Hold Elders met, such violence was unheard of, especially in a time when holds needed to work together or risk losing everything, and it was eventually decided that the youths who had committed the deed would be cast out from their hold to become the first true clanless, branded to show their crimes, while the finding clan would take custody of the surviving children.

Years passed, and while the clanless were not heard from for this time, the custodians did not, could not, hide the truth of the matter from the lost children, the three of them growing up with hatred in their hearts, and steel in their eyes, until finally they came of age and left the custodian hold.

Only one of them ever returned, carrying with him five branded heads that had been torn from their necks seemingly barehanded.

The first Grudgebearer had been born, avenged his family, and died, but so had the first golden age of the Squats, their culture never healing from cycle of revenge started that day...a cycle that would eventually encompass both others who are not Squats, as well as the battlefields of the galaxy as these Grudgebearers would turn into the deadliest melee combatants in the Leagues.

In battle, Squat Berserkers will never stop fighting. They will press on and strike at their enemies with a terrifying fury. Squats are known to be stubborn, but Berserkers simply will never surrender and will not leave their enemies rest. Armed with any melee weapon they can find, these battle masters can match even the infamous World Eaters Chaos Marines when it comes to sheer rage and fighting prowess. The only way to permanently stop a Berserker is only by slaying him, yet this is always easier said than done. And these Bearded ones will love to see their enemies try.

Points Cost - 105

WS BS S T W I A Ld Sv Unit Type Composition
Berserkers 4 4 3 4 1 2 2 10 4+ Infantry 4 Berserkers
Grudgebearer 4 4 3 4 1 2 2 10 4+ Infantry (Character) 1 Grudgebearer


Special Rules:

  • Bitter Hatred
  • League Affiliation
  • Hardy Souls for Hardy Men
  • Fearless
  • Rage
  • Counter-Attack

Wargear:

  • Carapace Armour
  • Shot Pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options:

  • You can add up to five Berserkers to the squad (21pts each)
  • Any model may choose equipment from the Melee Weapons list. Models can only choose Pistols from the Ranged Weapons list.
  • The entire squad may be equipped with Melta Bombs (5pts each)
  • May take a Rhino or Land Raider as a Dedicated Transport.

Exo-Warriors[edit]

"Let's see you punch your way through us"

The Squats, like many races; make use of power armor extensively. Indeed the Squats had maintained their mastery of making armor that moves with and supports rather than weigh down the user to a far greater extent than the Imperium, with the first segments of the Imperium of Man to encounter the Squats finding that even their flak armor equivalents had systems in place to burden the Squats as little as possible; a necessity on heavy gravity worlds where even minor increases in mass can translate into greatly increased burdens of weight. And facing the prospect of exhaustion was something that was simply not acceptable in the Squat's many wars with the Orks, Hrud, and other foes.

Perhaps their most interesting innovation was the mass production of armor that could rival tactical dreadnought suits. Like Tactical Dreadnought Armor, the Squat Exo-suits were made to handle extremely dangerous conditions, such as the heavy radiation of plasma generators, exploring space hulks or unknown caverns alongside Squat robots, and other jobs that would involve being awash with heat, radiation, or enemy fire. And of course, war would come to the men of stone time and time again. In a time remembered by the Squats as the Years of Slaughter (corresponding to the age of strife), the Squats watched as Eldar and Humans both crumbled into withered shells of their former selves and their worlds in the galactic core under constant siege.

So the squats refined their craft and more and more war-ready models of exo-suits would be built. An island of stability in a galaxy gone mad, the lure of rich looting would draw their hated foes in ever greater numbers. In time, the Emperor would reveal himself and after some brief conflict that suitably impressed the Emperor and Adeptus Mechanicus, a treaty of friendship would be forged. With one of the things traded being some of the mechanisms for Squat Exo-Armor, so impressed was the Imperium by the power suited warriors who grinded the Legiones Astartes and Imperial Army to a halt. When the Horus Heresy came and the great treachery of the league of Emberg; which had fallen to the worship of the Chaos God Hashut, Exo-warrior fought Exo-warrior in great numbers, with the pure squats having to fight through legions of Emberg slaves and horrific daemons and daemon engines and seeing the degrees to which Hashut had twisted their kin. Nightmarish modifications to their exo-armor was common among the Emberg and their command of dark sorcery helped combat their inferior numbers.

Following the exile of the Emberg and the end of the Horus Heresy, the Exo-warriors would continue to see conflict throughout the galaxy, bearing a great portion of the brunt in the push against the great Ork Warlord known only as the Beast as he unleashed his galaxy crushing Waaagh! Tales are still told of times where Exo-warriors fought through unending hordes of Greenskins or the battle of the caverns of Gorodruk where a massive number of Exo-Warriors clashed with similarly massive numbers of Meganobz.

Points Cost - 90

WS BS S T W I A Ld Sv Unit Type Composition
Exo-Warrior 4 4 3 4 1 2 2 9 2+/4++ Infantry 2 Exo-Warriors
Exo-Warden 4 4 3 4 1 2 2 10 2+/4++ Infantry (Character) 1 Exo-Warden


Special Rules:

  • Bitter Hatred
  • League Affiliation
  • Hardy Souls for Hardy Men

Wargear:

  • Squat Exo-Armour
  • Auto-Shot Rifle
  • Power Weapon

Options

  • You can add up to seven Exo-Warriors to the squad (30pts each)
  • Any model may take Overdrive Systems (5pts each)
  • Any model may take items from the Exo-Warrior Melee Weapons list.
  • Up to four models may take items from the Exo-Warrior Ranged Weapons list.
  • The squad may take a Land Raider as a Dedicated Transport.

Tremorbane Driller[edit]

"Even dem Nurgle greaties cannot last FIVE SECONDS against our little precious over here!" - Guild Engineer Ulf

A powerful drilling machine turned military equipment. The Tremorbane Driller is one of a kind of a vehicle.

Originally devised to pierce through rock so hard that even seismic weaponry would need days to clear, the ion drill makes very short work of every insanely durable object in its way. Yet the way it was re-purposed as a weapon is something that was quite intense.

When a enormous Waaagh!!! attacked the Squat world of Berling belonging to League Kappelar, the engineers had to triple their effort to counter the large numbers of Gargants the Orks brought with them. Seeing that the Tremorbane Drillers could easily go through the hardest rock with ease, the guild engineers modified a number of them to combat the super-heavy walkers of the Orks. The battle was won with the drillers coming out of the ground and directly hitting the Gargants, which completely eased the Squat warriors and allowed them to focus on the greenskins themselves.

In later years the idea of taking the drillers as military equipment quickly spread to other Leagues. Some even modified the machines to include heavier weapons, such as Rapier Destroyers. With such a combination, as the late Engineer Ulf mentioned, even the toughest of daemons will have a difficult time to survive. Especially the greater ones of Nurgle.

Points Cost - 120

BS HP FA SA BA Unit Type Composition
Tremorbane Driller 3 4 12 12 10 Vehicle (Tank, Heavy, Transport) 1 Tremorbane Driller


Transport:

  • Capacity: 12 models. Tremorbane Drillers cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Access points: A Tremorbane Driller has one access point on each side.

Special Rules: Subterranean Assault
Wargear: Rapier Destroyer

  • Ion Drill: When conducting Ram attacks against other vehicles, buildings or fortifications, Ram attacks caused by the Driller are treated as Strength D, AP 1, regardless of all factors. In addition, the Driller has a 4+ invulnerable save against any damage it may suffer while making a Ram attack. Enemy units Tank Shocked by the Driller suffer D6 Strength 6 AP 4 hits (inflicted on the closest enemy models in the unit to the Driller) in addition to the usual effect of the Tank Shock attack.

Options:

  • May replace its Rapier Destroyer with a:
    • Clearance Fusion Projector (free)
    • Heavy Seismic Cannon (5pts)
  • May choose equipment from the Vehicle Armoury list.

TROOPS[edit]

Warriors[edit]

"Come on, Lads! Let's show these Guardsmen how you clear a trench full of Greenskins!"

Strong, Stalwart, Resolute. These words and many more describe the myriad Warriors of the Squat Leagues. Whether joined together by the bonds of Clan and Home, by Munitorum conscription or by the machinations of the Father of Darkness, Hashut, Squat Warriors are the shield that guards the strongholds from all threats, and the most commonly seen Squat infantry unit. Commonly armed with a Shot Rifle, which is capable of shredding through armor and flesh, they form a bulwark which only the most ferocious assault can smash aside.

All the Squat Leagues recruit their Warriors in different manners. The League of Thor, for example, recruit Warriors according to the traditions set down by the very first Squat Warlord. Warriors of the League of Kapellar are commonly volunteers, while those of Grindel are criminals and cutthroats. Even still, the Warriors of Norgyr are conscripted by Munitorum designs and those of Emberg are chosen by their Dark Deity, Hashut.

Points Cost - 45

WS BS S T W I A Ld Sv Unit Type Composition
Warrior 4 3 3 4 1 2 1 9 5+ Infantry 5 Warriors
Veteran 4 3 3 4 1 2 2 10 5+ Infantry (Character)


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation

Wargear:

  • Flak Armour
  • Shot Rifle
  • Shot Pistol
  • Frag Grenades
  • Krak Grenades

Options:

  • You can add up to 15 Warriors to the squad (9pts each)
  • Every model in the unit may replace his Shot Rifle with a:
    • Shot Carbine (free)
    • CCW (free)
  • One Warrior may be upgraded to a Veteran (10pts)
  • The entire squad may be upgraded with:
    • Chameleon Cloaks (2pts each)
    • Combat Shields (3pts each)
    • Boarding Shields (5pts each)
  • A Veteran may take items from the Ranged Weapons and Melee Weapons lists.
  • A Veteran may take Melta Bombs (5pts)
  • For every five models in the squad one Warrior may replace his Shot Rifle with a weapon chosen from the Special Weapons or Heavy Weapons lists in the armoury at the points cost indicated.
  • The squad may take a Rhino as a Dedicated Transport.

Clanless Refugees[edit]

"We are the lost, and your doors are closed to us"

Every Squat belongs to a League. Those who belong to one gain the appropriate rights as a citizen of a Hold that is part of a specific League. However, sometimes it is not like that. Leagues are like tight-knit and very closed clans, and this is even more so between Holds of the same League on a certain level. You are either born into one or not. This sadly is something that Clanless Refugees have problems with. There are reasons for which a Squat can become clanless. Most of the time is when through some twisted turn of events, a Squat loses his home Hold either through the machinations of one of their kind's enemies or through a cataclysmic event (or through some more personal reasons).

A Squat that becomes clanless is essentially seen as a outsider at best, a pariah at worst since the lords of a Hold never know why he became one or what were the circumstances that made him so (nor if he is indeed telling the truth about why he became like this). When a League actually does take in such refugees under its wing, then only to be used for menial tasks or work that is considered dangerous in the extreme. Most refugees will spent their whole lives in a Hold with little or no rights compared to one that actually is part of a League. For the clanless Squats themselves, at least having a roof and means to live is more than enough, as is when a League actually takes them in (though what those refugees that join the League Emberg think is something that leaves others wonder if it is to pursuit the dark call of Hashut and the powers he grants, or out of sheer desperation). Sometimes however, there are moments when through some great achievement, or sheer stubbornness against all odds, a Clanless Refugee is given status as a full-blown member of a League, yet even after this he's still mistrusted to some point.

Even on the battlefield, the life of a Clanless Refugee is filled with nothing but hardship. Particularly nasty Warlords will send these unlucky individuals without even personal protection into a fight while promising them that some of them might get a chance of becoming part of a League if they prove themselves. Sometimes Clan Refugees are sent as cheap reconnaissance soldiers, but most of the time they are used as close-combat meatshields.

Points Cost - 35

WS BS S T W I A Ld Sv Unit Type Composition
Clanless 4 3 3 4 1 2 1 9 - Infantry 5 Clanless
Refugee Leader 4 3 3 4 1 2 2 10 - Infantry


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • Fearless
  • Feel No Pain (5+)

Wargear: Two CCWs
Options:

  • You can add up to 15 Clanless to the squad (7pts each)
  • The entire squad may be equipped with Chameleon Cloaks for (2pts each)
  • One Clanless may be upgraded to a Refugee Leader (10pts)
  • A Refugee Leader may take items from the Ranged Weapons and Melee Weapons lists.
  • A Refugee Leader may take Melta Bombs (5pts)
  • Any model in the unit may replace his two CCWs for a Forge Weapon (5pts each)
  • Any model in the unit may replace one CCW with a Chainaxe (3pts each)
  • Any model in the unit may replace one CCW with a Shot Pistol (2pts each)

FAST ATTACK[edit]

Squat Bikers[edit]

"Let's burn rubber, Boys! We'll run circles around these Greenskins and their pitiful excuses for bikes!!"

Something, Something Biker Gang

Points Cost - 90

WS BS S T W I A Ld Sv Unit Type Composition
Biker 4 3 3 5 1 2 1 9 5+ Bikes 5 Squat Bikers
Veteran 4 4 3 5 1 2 2 10 5+ Bikes (Character)


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation

Wargear:

  • Flak Armour
  • Shot pistol
  • Frag Grenades
  • Krak Grenades
  • Squat Warbike

Options:

  • You can up add to 10 Squat Bikers to the squad (18pts each)
  • One Squat Biker may be upgraded to a Veteran (10pts)
  • Any model may replace their Warbikes twin-linked Shot Rifles with Twin-linked Shot Carbines (free)
  • For every five models, one Squat Biker may replace their Shot Pistol with an item from the special weapons list.
  • A Veteran may take items from the Ranged Weapons and Melee Weapons list for its listed cost.
  • A Veteran may take Melta Bombs (5pts)

Heavy Bike[edit]

"Do they think that such inelegant bikes are going to keep up with us?" Windrider Autarch Dizeen, moments before a Wing of Squat Heavy Warbikes opened fire, proving that all the speed in the world does you no good if there's nowhere to dodge to.

Lorem Ipsum Dolor Sit Amet

Points Cost - 25

WS BS S T W I A Ld Sv Unit Type Composition
Warrior 4 3 3 5 2 2 2 9 5+ Bikes 1 Heavy Bike


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation

Wargear:

  • Flak Armour
  • Shot pistol
  • Frag Grenades
  • Krak Grenades
  • Squat Warbike
  • Shot Cannon

Options

  • You can up add 2 additional Heavy Bikes to the squad (25pts each)
  • All models in the Squad may take Carapace Armour (5pts each)
  • Any model may replace their Squat Warbikes twin-linked Shot Rifles with twin-linked Shot Carbines (free)
  • Any Heavy Bike in the squad may exchange its Shot Cannon for a:
    • Heavy Fusion Projector (free)
    • Twin-linked Ion Rifle (15pts)

Sapper Team[edit]

"Prep work's done, struts are cut, charges are in place. Let's see 'em try to bring those war-engines over this without the entire thing collapsing."

Most Imperial's that have contact with any Squat Warhost would believe that the Squat's primary style of warfare is above ground, how could such gargantuan machines exist in the Subterranean holds that the Squats claim as their homes.

These imperial citizens are correct in their assumptions, so long as the Squat's are fighting anything other than their own species.

The petty inter-clan conflicts and grudges that largely define Squat politics go back for millennia, even before the Great Crusade, often under the noses of any imperial citizens who will not notice any sort of bloodshed or "open" warfare, beyond the occasional earthquake or unexplained subsistence.

This is due to the fact that most of these petty complaints are contained underneath the surface of the planet, deep within the sprawling mess of caverns and tunnels that make up Squat holds. The conflicting sides collapsing tunnels and engineering "natural" disasters that create a body count equal to any open warfare.

Squat sappers are the masters of this type of combat, capable of bringing down structures in such a way that requires minimum resources for maximum destruction. No fortification is safe from them, and any besieged enemy quickly learns to either spot the profile of a sappers distinctly heavy Flak armour and blast gear, or they find their walls crumbling around them as these masters of demolition get to work.

Points Cost - 50

WS BS S T W I A Ld Sv Unit Type Composition
Sapper 4 3 3 4 1 2 1 9 5+ Infantry 5 Sappers
Veteran 4 3 3 4 1 2 2 10 5+ Infantry (Character)


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation
  • Deep Strike

Wargear:

  • Flak Armour
  • Shot Pistol
  • CCW
  • Frag Grenades
  • Krak Grenades

Options:

  • You can add up to 5 Sappers to the squad (10 Points/Model)
  • Any Sapper may replace its Shot Pistol with a Light Fusion Projector (5pts each)
  • Any Sapper may replace their CCW with a:
    • Shot Rifle (free)
    • Shot Carbine (free)
  • The entire squad may be upgraded with:
    • Chameleon Cloaks (2pts each)
    • Combat Shields (3pts each)
    • Boarding Shields (5pts each)
  • For every five models in the squad two Sappers may replace their Shot Pistol and CCW with a:
    • Lascutter (10pts each)
    • Demolition Charge (25pts each)
    • Rock Drill (25pts each)
    • Rock Cutter (30pts each)
    • Rock Saw (30pts each)
  • One Sapper may be upgraded to a Veteran (10pts)
  • A Veteran may take items from the Ranged Weapons and Melee weapons lists.
  • A Veteran may take Melta Bombs (5pts)
  • The squad may take a Rumbler Borer or Goliath Truck as a Dedicated Transport.

Eagle Gyrocopter[edit]

Wozz dat choppy sound? - Warboss Kirrog Legsnappa. Final words before being blasted by a missile barrage.

The only general purpose aircraft used by the Squats, and the only one they will ever need most of the time. The Eagle Gyrocopters served since times immemorial the various holds as powerful air support for their warriors. For all the size and mass, the gyrocopters are fast enough to keep up the speed with the other fast formations of the bearded ones.

Gyrocopter pilots are often particularly cool-headed and strong-willed individuals due to the need to quickly react to the constantly changing currents on the battlefield, as well as constantly having to engage in intense dog fights with the fighter aces of other factions. Over time the number of pilots increased with the appearance of the Tyranids and the need to take on the massive flying monsters that all too often try to attack vulnerable places in the defense of Squat forces. It is also not uncommon for pilots to decorate their machines with remains of Tyranid fliers they shot down and to generally take part in repairing, rearming and conserving the copters.

Armed with a wild variety of weapons depending on the situation, gyrocopters can perform any mission. From lightning fast raids and harassment, precision assaults, bombardment, intercepting of enemy fliers, escorts, causing confusion via precise attacks and many more. Every hold will have a number of these machines ready for action and always on standby to rapidly start-off and engage the enemy. When a hold declares total war on a enemy, then entire squadrons will act as support for the massive Overlord Airships.

Points Cost - 90

BS HP FA SA BA Unit Type Composition Combat Role Pursuit Agility
Eagle Gyrocopter 3 3 12 12 10 Vehicle (Flier, Hover) 1 Eagle Gyrocopter Attack Flyer 1 5


Wargear:
  • Shot Cannon (nose mounted)
  • Twin-linked Shot Cannon (wing mounted)
  • Two Hunter-Killer Missiles (wing mounted)
Special Rules:
  • Vector Dancer
  • Strafing Run
Options:
  • If using the Burning Skies rules, the unit may be upgraded to a Flyer wing with up to three additional Gyrocopters (90pts each)
  • The whole unit may change its Combat Role to Fighter (Free)
  • May exchange its Shot Cannon for a:
    • Missile Launcher with Mole and Krak missiles (5pts)
    • Coil Cannon (10pts)
  • May exchange Twin-linked Shot Cannon for a:
    • Twin-linked Missile Launcher with Mole and Krak missiles (10pts)
    • Twin-linked Coil Cannon (25pts)
  • May replace Hunter-Killer Missiles with:
    • Six Tactical Bombs (10pts)
    • Six Hunter-Killer Missiles (40pts)
  • May exchange Twin-linked Shot Cannon and Hunter-Killer Missiles for a:
    • Twin-linked Rotary Shot Cannon (5pts)
    • Twin-linked Ion Cannon (25pts)
    • Two Rapier Laser Destroyers (35pts)
    • Twin-linked Heavy Coil Cannon (65pts)
  • May choose equipment from the Aircraft Armory list.

Goliath Truck[edit]

BLOODY LUNATICS!!! - Commissar Geraldius while in transit to his regiment via "bumpy" shortcut

Squats, when given the choice, will always take the practical approach (which is most of the time). And no other vehicle epitomizes the practicality than the Goliath Truck.

Originally a civilian vehicle, the ever growing demands of Squat military caused this tried and tested machine to be put into service of the various holds. At first glance the truck seems not this special, yet its real potential lies in the very chassis. Thanks to its robust construction that absorbs a large majority of the various shakes while traveling though rocky, rough terrain since time is money and the men of stone sometimes need to take a shortcut. Often through aforementioned rocky, rough terrain. The shock absorption also extends to the majority of things thrown at the truck, allowing the crew and their passengers to arrive mostly unscathed.

The military variant of the Goliath Truck also comes equipped with a Twin-linked Shot Cannon as a standard weapon, though the drivers of these rides often swap the standard load-out with something much more powerful. Just in case they want to make sure their passengers get in one piece to their destination.

Points Cost - 45

BS HP FA SA BA Unit Type Composition
Goliath Truck 3 3 11 10 10 Vehicle (Open-Topped, Transport) 1 Goliath Truck


Wargear:

  • Twin-linked Shot Cannon


Transport:

  • Transport Capacity: 10 models. Goliath Trucks cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.


Special Rules

  • Rugged Construction: If this model suffers a Crew Stunned, Crew Shaken or Immobilised result, roll a dice. On a roll of 4 or more, the vehicle ignores that result, but still loses a Hull Point as normal.


Options:

  • May exchange its Twin-linked Shot Cannon for one of the following:
    • Twin-linked Heavy Fusion Projector (Free)
    • Twin-linked Ion Rifle (+5pts)
    • Twin-linked Seismic Cannon (+10pts)
    • Twin-linked Coil Cannon (+10pts)
  • May choose equipment from the Vehicle Armoury list.
  • May be equipped with a Cache of Demolition Charges (+20pts)

Rhino[edit]

"Hey, how come those Stunties get Rhinos and we have to walk?" - Guardsman Nikolai of the Valhallan 329th Regiment, commenting on the transports of the allied Detachments of the League of Norgyr. Shortly after making this comment, he was summarily executed by the Regimental Commissar

Lorem Ipsum Dolor Sit Amet

Points Cost - 35

BS HP FA SA BA Unit Type Composition
Rhino 3 3 11 11 10 Vehicle (Tank, Transport) 1 Rhino


Transport:

  • Capacity: 10 models. Rhinos cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire ports: 2 models may fire from the Rhinos top hatch.
  • Access points: A Rhino has one access point on each side of the hull and one at the rear.

Special Rules: Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.
Options: May choose equipment from the Vehicle Armory list.

Rumbler Borer[edit]

"Do you feel that? It is like the ground is shak-" - Sub-Commander Fireheart, shortly before the caved in around her due to a subterranean assault

Lorem Ipsum Dolor Sit Amet

Points Cost - 50

BS HP FA SA BA Unit Type Composition
Rumbler Borer - 2 12 10 10 Vehicle (Heavy, Tank) 1 Rumbler Borer


Special Rules: Subterranean Assault

  • Follow-Up Attack: Instead of actually carrying troops on board, accompanying troops follow within the Rumbler Borer’s wake. Rather than roll for reserves normally, the assault squad attached to the Borer arrives from reserve automatically the turn after the Rumbler Borer breaches the surface, and may be placed in relation to the area of the ‘Deep Strike’ template just as if they had disembarked from a vehicle. If they cannot be placed (if, for example, there is no room to place them), they count as suffering a Deep Strike Mishap, and may only attempt to enter the table in the area of the Drill’s ‘Deep Strike’ template on future turns.

Wargear: Melta-Cutter Drill: When conducting Ram attacks against other vehicles, buildings or fortifications, Ram attacks caused by the Borer are treated as AP 1 and have the Armourbane rule. In addition, the Borer has a 4+ invulnerable save against any damage it may suffer while making a Ram attack. Enemy units Tank Shocked by the Borer suffer D6 Strength 6 AP 4 hits (inflicted on the closest enemy models in the unit to the Borer) in addition to the usual effect of the Tank Shock attack.

HEAVY SUPPORT[edit]

Thunderer Squad[edit]

In the distance the sound of thunder, the drums of war, the bringers of death.

The more specialized and heavy weapon-centered counterpart to traditional Squat Warriors, Thunderers are the support squads of a Hold's army. Armed to the teeth with the heaviest of weapons, or ones that allow for rapid assault. Thanks to this they can either perform the role of a heavy weapons squad, utterly destroying particularly powerful enemies Warriors wouldn't be capable to handle, denying the enemy entrance by turning chokepoints into a firing-field, defending fortifications, or to provide fast cover fire and assault that would keep up with the rest of the troops on foot. Combined with their iron-wills when facing monsters and massive warmachines, this pretty much makes Squat Thunderers the prime answer to most problems if tanks and heavy weapons crews are not available or can not get fast enough.

Points Cost - 45

WS BS S T W I A Ld Sv Unit Type Composition
Warrior 4 3 3 4 1 2 1 9 5+ Infantry 5 Warriors
Veteran 4 3 3 4 1 2 2 10 5+ Infantry (Character)


Special Rules:

  • Bitter Hatred
  • Hardy Souls for Hardy Men
  • League Affiliation

Wargear:

  • Flak Armour
  • Shot Rifle
  • Shot Pistol
  • Frag Grenades
  • Krak Grenades

Options:

  • You can add up to five Warriors to the squad (9pts each)
  • Up to four Warriors may replace their Shot Rifle with a weapon chosen from the Special Weapons or Heavy Weapons lists.
  • All models in the squad may replace their Flak Armour with Carapace Armour (2pts each)
  • The entire squad may be upgraded with:
    • Chameleon Cloaks (2pts each)
    • Combat Shields (3pts each)
    • Boarding Shields (5pts each)
  • Any model may replace their Shot Rifle with a Shot Carbine (free)
  • One model may be upgraded to a Veteran (10pts)
  • A Veteran may purchase a Survey Glass (5pts)
  • A Veteran may take Melta Bombs (5pts)
  • A Veteran may take items from the Ranged Weapons and Melee weapons lists.
  • The squad may take a Rhino as a Dedicated Transport.

Ironhammer Tank[edit]

READY TO RUUUMBLEEE!!

Powerful, adaptable and reliable. This is what Squats say about the Ironhammer Tanks.

The main armored unit of many holds, Ironhammer Tanks are to other vehicles in a hold motorpool the same way the venerable Leman Russ Battle Tank is to the lighter machines of a Imperial Guard Regiment.

Originally created to fight Ork Waaagh!!!s in the early days of the holds, these compact and efficient machines over time got re-purposed for larger variety of tasks. From defense to offense, the tanks of the Squats are fit for even the most grueling challenges.

Armed with the standard rotary shot cannon, it is very reliable against most enemies, the Ironhammers can replace it with many of the more powerful weapons in the arsenal of a hold to take on practically everything, up to including Titans.

Points Cost - 155

BS HP FA SA BA Unit Type Composition
Ironhammer Tank 3 3 14 13 11 Vehicle (Heavy, Tank) 1 Ironhammer



Wargear: Rotary Shot Cannon
Options:

  • May choose equipment from the Vehicle Armory list.
  • 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)
  • May take up to two of the following as sponson guns and one of the following as a hull gun:
    • Shot cannons (10pts each)
    • Heavy Fusion Projector (10pts each)
    • Twin-linked Ion Rifle (20pts each)
    • Coil Cannons (20pts each)
    • Seismic Cannon (20pts each)
  • May take one of the following as a coaxial gun
    • Auto-Shot Rifle (5pts)
    • Coil-Repeater (15pts)
    • Ion-Rifle (15pts)

Land Raider[edit]

The manner in which these abhumans acquired Astartes machines Lord Culln...remains to this day a complete mystery. - Techmarine Erasmus to Lord High Commander Carab Culln, Chapter Master of the Red Scorpions Space Marines, during a very forced alliance with League Kappelar against an Eldar warhost of Craftworld Biel-Tan

The most powerful tank in the arsenal of the Space Marines, the Land Raider combines both a role as a armored personnel carrier and assault tank. Back during the Great Crusade, it was so wide-spread that even the Imperial Army, the precursor to both the Imperial Guard and Imperial Navy, had access to it. After the Horus Heresy, the Land Raider was only available to Space Marines. Squats, having fought in many battles during these times had contact with most Imperial factions of that time, yet nobody knows how they got hold on the secrets of making those venerable machines. Some say that they outright stole the STC data. Some say that they have secret pacts with the Adeptus Mechanicus, and there are those who think that the bearded ones managed to reverse-engineer it from a single Land Raider and then spread their own STC among themselves.

At first glance a Squat Land Raider looks identical to his counterparts among Space Marines and other Imperial organization, save for their reduced size. Unlike them, the ones utilized by the bearded ones have a completely different loadout. Some even daring to say superior to those used by other factions. Squats use their Land Raiders in powerful armored assaults along other heavier vehicles where entire squads of elite warriors can disembark and terminate their enemies while the land gunship provides cover fire.

Just like the ones used by Space Marines, Squat Land Raiders also have Machine Spirits that, just like their creators and pilots, do not back away no matter how dangerous it is.

Points Cost - 170

BS HP FA SA BA Unit Type Composition
Land Raider 3 4 14 14 14 Vehicle (Tank) 1 Land Raider


Special Rules:

  • Power of the Machine Spirit
  • Assault Vehicle

Wargear:

  • Hull-Mounted Shot Cannon
  • Two Sponson-Mounted Coil Cannons

Transport Capacity: 10 models
Fire Points: None
Access Points: Land Raiders have an one access point on the front and two access points on each side.
Options:

  • May upgrade its Hull-Mounted Shot Cannon to one of the following:
    • Twin-linked Shot Cannon (5pts)
    • Twin-linked Coil Repeater (10pts)
    • Heavy Fusion Projector (15pts)
    • Coil Cannon (20pts)
    • Seismic Cannon (20pts)
    • Two Hellion Missiles (25pts)
  • May exchange its two Sponson Coil Cannons for:
    • Two Rotary Shot Cannons (free)
    • Two Clearance Fusion Projectors (free)
    • Two Seismic Cannons (20pts)
    • Two Ion Cannons (20pts)
    • Hunter-Killer Battery (40pts)
    • Two Twin-linked Coil Cannons (40pts)
    • Two Twin-linked Seismic Cannons (40pts)
  • May choose equipment from the Vehicle Wargear list.
  • May take a Pintle-Mounted Heavy Fusion Projector (10pts)
  • May take an Explorator Augury Web (50pts)
  • May exchange 5 Transport Capacity and side access points for two sponson-mounted:
    • Heavy Fusion Projectors (10pts)
    • Shot Cannons (10pts)
    • Coil Cannons (30pts)

Support Weapon Team[edit]

"Oi, Wesson, set the gun up here. We'll catch those Tau bastards by surprise!" - Weapon Operator Luger, League of Norgyr.

Lorem Ipsum Dolor Sit Amet

Points Cost - 50

WS BS S T W I A Ld Sv Unit Type Composition
Weapon Operator 4 3 3 4 1 2 1 9 5+ Artillery 2 Weapon Operators
Support Weapon - - - 7 2 - - - 3+ Artillery 1 Support Weapon


Special Rules:

  • Bitter Hatred
  • League Affiliation
  • Hardy Souls for Hardy Men

Wargear:

  • Flak Armour (crew)
  • Shot Rifle (crew)
  • Shot Pistol (crew)
  • Frag Grenades (crew)
  • Krak Grenades (crew)
  • Rotary Shot Cannon (Support Weapon)

Options:

  • You can add up to three additional Support Weapon Teams to the squad (50pts each), consisting of two Weapon Operators and one Support Weapon.
  • Any Weapon Operator may replace their Shot Rifle with a Shot Carbine (free)
  • Each Support Weapon in the squad may upgrade its Rotary Shot Cannon to one of the following (if you chose to do this then each Support Weapon must be upgraded the same way)
    • Thudd Gun (5pts each)
    • Rapier Destroyer (10pts each)
    • Clearance Fusion Projector (10pts each)
    • Heavy Seismic Cannon (15pts each)
    • Ion Cannon (20pts each)
    • Heavy Coil Cannon (25pts each)

Squat Land Train[edit]

"This Train has got no brakes! Smash through their lines!"

Lorem Ipsum Dolor Sit Amet

Points Cost - 115

BS HP FA SA BA Unit Type Composition
Land Train/Carriages 3 3 12 14 10 Vehicle (Heavy, Tank) 1 Land Train


Special Rules:

  • Carriages: Each Carriage must be attached to the back of the Land Train or another carriage and remain attached to the vehicle for the whole game. A Land Train unit can only move if the Land Train at the front is still attached. Destroying a carriage will cause all carriages behind it to be treated as stationary vehicles for the rest of the game. If one carriage in the unit is immobilized then the whole unit cannot move unless the carriage is repaired or abandoned. Abandoning a carriage works just like abandoning a squad mates except that every carriage behind the immobilized one is left behind as well. Crew Stunned results on a Carriage do not affect the units ability to move.
  • Gun Carriage: A Gun Carriage is equipped with two Coil Cannons (one mounted on each side).
  • Transport Carriage: A Transport Carriage can carry 10 models. It has access points and four fire ports on each side.

Wargear: Rotary Shot Cannon
Options:

  • The Land Train may replace its Rotary Shot Cannon with a:
    • Thudd Gun (5pts each)
    • Rapier Destroyer (10pts each)
    • Clearance Fusion Projector (10pts each)
    • Heavy Seismic Cannon (15pts each)
    • Ion Cannon (20pts each)
    • Heavy Coil Cannon (25pts each)
  • May attach up to 5 carriages in any combination of the following:
    • Transport Carriage (20pts each)
    • Gun Carriage (40pts each)
  • Any Gun Carriage may exchange its two Sponson Coil Cannons for:
    • Two Rotary Shot Cannons (free)
    • Two Clearance Fusion Projectors (free)
    • Two Seismic Cannons (free)
    • Two Hunter-Killer Batteries (free)
    • Two Ion Cannons (20pts)
    • Two Twin-linked Coil Cannons (40pts)
    • Two Twin-linked Seismic Cannons (40pts)
  • The Land Train and any Carriage may take items from the Vehicle Armory list.

Iron Brother Walker[edit]

SPOUT YER CURSES TO ME DRILL YA WARP INFESTED CAN!! - Steel Brother Gunzlo. Seconds before he rammed his drill directly into the sarcophagus of the Ferrum Infernus Dreadnought Gashro of the Word Bearers.

Large, heavy and as powerful as the Dreadnoughts of the Space Marines, the Iron Brother Walkers are, as it is in their name, walker machines that are designed to support their fellow Squats whether it is in close combat or at range.

Just like many Squat machines and wargear, the walkers started out as more heavy-duty oriented work-horses that were utilized in situations where exo-armours would be all but suffice. Mostly used to mine large veins of iridium and helping in construction operations, the bearded ones quickly realized that the walkers could be used in battling the many enemies of theirs.

Towering even over their exo-armoured brethren, the Iron Brothers, led by the more experienced Steel Brothers, utilize a variety of weapons to even the odds. Armed with the same equipment used for mining and engineering, along with the usual weapons seen among the usual Squat military formations.

It is also not uncommon for these giants to be loaned to the Imperial Guard. More specifically to those regiments that lack sufficient artillery or tank support.

Points Cost - 75

WS BS S A HP I FA SA BA Unit Type Composition
Iron Brother 4 3 5 2 3 2 12 12 10 Vehicle (Walker) 1 Iron Brother
Steel Brother 5 4 5 3 3 3 12 12 10 Vehicle (Walker) -


Special Rules:

  • Bitter Hatred
  • League Affiliation

Wargear:

  • Rock Drill with built in Auto-Shot Rifle
  • Twin-linked Shot Cannon

Options:

  • May add up to three additional Iron Brothers (75pts)
  • Any model may replace any Auto-Shot Rifle with a:
    • Heavy Fusion Projector (10pts)
    • Coil Repeater (15pts)
    • Ion Rifle (15pts)
  • Any model may replace its Rock Drill (and built in Auto-Shot Rifle) with a:
    • Rock Saw with built in Auto-Shot Rifle (10pts)
    • Rock Cutter with built in Auto-Shot Rifle (10pts)
    • Twin-linked Missile Launcher with Mole and Krak Missiles (15pts)
    • Twin-linked Seismic Cannon (30pts)
    • Twin-linked Coil Cannon (30pts)
  • Any model may replace its Twin-linked Shot Cannon with a:
    • Rock Drill with built in Auto-Shot Rifle (free)
    • Twin-linked Fusion Projector (free)
    • Twin-linked Ion Rifle (10pts)
    • Twin-linked Missile Launcher with Mole and Krak Missiles (10pts)
    • Clearance Fusion Projector (15pts)
    • Twin-linked Seismic Cannon (25pts)
    • Twin-linked Coil Cannon (25pts)
  • Any model may be upgraded to a Forged Iron Brother (increases Front armor value by 1 and grants Move Through Cover) (15pts each)
  • One Iron Brother may be upgraded to a Steel Brother (20pts)
  • May choose equipment from the Vehicle Wargear list (May take up to two Hunter Killer Missiles instead of one).
  • Any model may take Overdrive Systems (10pts)
  • Any model may take a Helical Targeting Array (10pts)
  • One Steel brother in a Demiurg Detachement may be replaced with "The Iridium Knight" (+35pts)

Remember lads, try to land on the bigger bugs. That way yer dropping straight into the thick o' it, rather than having to dither around and tryin' to find somethin' to fight

Lorem Ipsum Dolor Sit Amet

Name WS BS S A HP I FA SA RA Unit Type
The Iridium Knight 5 4 5 3 3 3 13 12 11 Vehicle (Walker, Character)


Special rules

  • Bitter Hatred
  • League Affiliation (Demiurg)
  • Hardy Souls for Hardy Men
  • Low Grav Operations: A lifetime of operating in low gravity mining operations and battlefields has led the Iridium Knight to understand the intricacies of controlling not only his own Iridium Mining Walker, but the mining walkers of any unit he joins, unit in freefall to the point where performing deep-strike operations is no longer an immediate death sentence. This model, and his unit gain the Deep Strike USR, and only roll 1d6" for scatter.
  • Iridium Forging: Increase this models FAV, and RAV by +1. (Already in profile)
Wargear:
  • Iridium Cleaver: The Iridium Cleaver is a Master-Crafted Rock Saw with a built in Auto-Shot Rifle
  • Twin-linked Shot Cannon
Options: The Iridium Knight has all the options available to regular Iron/Steel Brothers.

Goliath Rockgrinder[edit]

And you thought that a bunch of their normal trucks was bad enough for those Chaos loonies... - Anonymous Guardsman

If the Goliath Truck is the equivalent of a Rhino, then the Goliath Rockgrinder is equivalent to a Razorback. With the ever growing demands of the Warlords and Thanes to fill up the weak-points in their own formations, especially when it comes to mobile firing platforms, resulted in the creation of this more heavily armed transport. The Squats, ever the masters of the more pragmatic approach, took the tried and tested Goliath Truck and somehow managed to make it even more useful as a support vehicle with the option to transport their warriors (albeit in more limited numbers).

The Rockgrinder is essentially the more assault-oriented version of the standard Goliath. Armed with a heavier weapon, in this case mounting the venerable Rapier Laser Destroyer from its Armoured Carrier chassis, as well as a Drilldozer Blade for quick removal of anything in its way. Though the introduction of a heavier weapon that, as mentioned before, resulted in the truck to have a smaller transport capacity, the Rockgrinder makes it up with heavier firepower to better support the Squats.

In addition to these modifications, as well as having the options to swap the Rapier for a Clearance Fusion Projector or Heavy Seismic Cannon, the Rockgrinder is one of the few examples of military hardware to be later used for civilian purposes. Considering that the Goliath Truck, on which the Rockgrinder was based, used to be originally a civilian-only vehicle, one could say that it all came full-circle in this regard.

Points Cost - 75

BS HP FA SA BA Unit Type Composition
Goliath Rockgrinder 3 4 12 10 10 Vehicle (Tank, Transport) 1 Goliath Rockgrinder


Special Rules - Rugged Construction: If this model suffers a Crew Stunned, Crew Shaken or Immobilised result, roll a dice. On a roll of 4 or more, the vehicle ignores that result, but still loses a Hull Point as normal.
Wargear:

  • Rapier Laser Destroyer
  • Drilldozer Blade: A vehicle with a drilldozer blade automatically passes Dangerous Terrain tests. When a vehicle with a drilldozer blade Rams an enemy vehicle, add an extra D6 to the Strength of the hit. If the Ram causes a penetrating hit, add 1 to the result on the vehicle damage table. When a vehicle with a drilldozer blade performs a Tank Shock, each enemy unit that the vehicle reaches must take an Initiative test before taking a Morale check. If the Initiative test is passed the unit avoids the whirring cutters, but if it is failed the unit immediately suffers D3 Strength 10 AP2 hits. If an enemy unit makes a Death or Glory attack on a vehicle with a drilldozer and fails to stop the vehicle, the unit suffers an additional D3 Strength 10 AP2 hits in addition to the damage they normally suffer for the failed attack. Hits from a drilldozer blade are Randomly Allocated.

Transport Capacity: 6 models
Fire Points: Up to six models can fire from its rear platform.
Access Points: The vehicle’s rear platform is one large Access Point.
Options:

  • May include up to two additional Goliath Rockgrinders (75pts each)
  • Any Goliath Rockgrinder may be equipped with a Cache of Demolition Charges (20pts)
  • Any Goliath Rockgrinder may replace its Rapier Laser Destroyer with a:
    • Clearance Fusion Projector (free)
    • Heavy Seismic Cannon (5pts)
  • Any Goliath Rockgrinder may take items from the Vehicle Armoury list.

Retributor[edit]

"Bring down that wall!"

Between all of their mining engines, seismic weaponry, and explosive ordinance, you would be mistaken for thinking that the Squats had more than enough siege breaking weaponry to invalidate the need for indirect fire artillery.

The Squats disagree with this.

While their varying allegiances with the Imperium of Man can often fill this hole in a Squat warhost, allied Basilisks and Wyverns raining death down upon enemy forces, the Squats find these machines almost too simple, and the Mechanicum keeps too close an eye on them to allow any Squat warhosts to pilfer these machines for their own ends.

Enter the Demiurg and their trade with the nascent Tau Empire.

Taking the newly developed Pulse Bomb Generator fro the Tau Sunshark, the Demiurg stripped the system down and stabilised it enough to fire magnetically contained Ionic Charges, allowing them to lob Ionised death over the highest of walls.

Unfortunately they still haven't miniaturised this technology to the point of attaching the Retributory Ionic Charge Generator to a flier, as the Sunshark, but what they exchange in mobility they have in reliability, as the R.I.C.G lacks the same chances of shutting down mid-battle as the P.B.G.

Points Cost - 100

BS HP FA SA BA Unit Type Composition
Retributor 3 3 12 10 10 Vehicle (Open-Topped, Tank) 1 Retributor


Wargear: Ion Annihilator
Options:

  • May add up to two additional Retributors (100pts)
  • Any Retributor may have the Open-Topped rule removed (15pts)
  • May choose equipment from the Vehicle Wargear list.

LORD OF WAR[edit]

Praetorian[edit]

"Is that titan support?" - Last words of Astra Militarum Commissar Vick "the lucky" Sanchez

Lorem Ipsum Dolor Sit Amet

Points Cost - 950 points

Name BS HP FA SA BA Unit Type Composition
Praetorian 3 15 14 14 13 Vehicle (Super-Heavy Vehicle) 1 Praetorian


Special Rules:
  • Void Shields (4): While the models void shields are active, any hits scored by shooting attacks against it strike the Void Shields instead. The Praetorian has four void shields, each with an Armour value of 12. A glancing hit or penetrating hit or any hit by a Destroyer weapon scored against a shield causes it to collapse. After this, further hits strike the original target instead. At the end of each of its controlling player's turns, roll a D6 for each collapsed shield-a roll of 5+ instantly restores it.
Wargear: Rotary Shot Cannon (Turret Mounted)
Transport:
  • Capacity: A Praetorian can carry up to 50 Models. It can also carry Iron Brothers, each counting as 10 models.
  • Fire ports: 10 on each side, 5 on the rear
  • Access points: One rear hatch (counts as three access points)
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)
    • Command Vox Net (25pts)
  • May add one of the following Hull-Mounted weapons:
    • Turbo-Laser Destructor (100pts)
    • Super-Heavy Coil Cannon (100pts)
    • Super-Heavy Fusion Projector (100pts)
    • Twin-linked Long-Barrelled Ion Cannon (100pts)
    • Heavy Rotary Shot Cannon (100pts)
    • Sonic Lance (100pts)
  • May take up to three sets (one on each side) of side sponsons with each sponson armed with one of the following:
    • Rotary Shot Cannon (50pts/pair)
    • Rapier Destroyer (70pts/pair)
    • Clearance Fusion Projector (70pts/pair)
    • Heavy Seismic Cannon (80pts/pair)
    • Ion Cannon (90pts/pair)
    • Heavy Coil Cannon (100pts/pair)
    • Two Plasma Missiles (100pts/pair)
    • Three Doomstorm Missiles (150pts/takes up two pairs)
  • May take items from the Squat Vehicle Equipment list (may take up to 4 Hunter-Killer Missiles).

Overlord Airship[edit]

SHAS'O!! REQUESTING AERIAL SUPPORT! WITHOUT A MANTA WE CANNOT HOPE TO EVEN DAMAGE THIS FLYING CONTRAPTION! - Anonymous Fire Warrior Shas'Ui during the Proctoclus Crusade.

AHAHAHAHAHAHAHAHAHAHAHAHAHAHA...!!! - Durin the Insane. Captain of the Overlord Airship The Grudge-Thrower during the aforementioned Proctoclus Crusade while laughing off the futile attempts of the Tau to try and shoot him down.

Massive. That is the word one comes up when they think of the Overlord Airship.

Inspired by ancient designs originally created by a Terran Noble and created at first as mobile refineries to extract gases from gas giants, the Overlords, like many things the Squats use in war, started out as a simple machine used for economic purposes like the exo-armours and iron brothers, only to be turned into war machines of the holds.

The first Overlord Airship was a re-purposed refinery blimp that the engineers of Kapellar had to quickly come up with when one of their holds was besieged by a large horde of Chaos Daemons in M34. The result was a leviathan of a vessel that was loaded with as many guns and carrying as many bombs as it was possible. Although in the end the massive vessel was shot down near the end of the siege by concentrated Soul Grinder cannonades, the design was worth refining as it managed to destroy half of the invading force and cause enough havoc to let the Squats mount a devastating counter-attack. With time, these engines of war would be continually upgraded and modified until they became the feared sky fortresses they are now.

Squats unleash Overlord Airships when they completely, utterly, and definitively want to leave the battlefield a scorched earth filled with smoking craters. When enemies see one such airship in the skies, they will ALWAYS try to shoot it down. They WILL ignore any other enemy just to downright concentrate on the Overlord, for if this ship gets in range, then the enemy, no matter how powerful, will experience a new spectrum of the term "utter devastation" when it unleashes barrages and throws down the bombs.

Despite the fact that the airships can withstand horrid punishment from both ground and air, they are not invincible. Though each such leviathan has a dedicated engineering crew that will repair every damage done to it and extend its expectancy on the battlefield, sustained fire can sooner or later bring down the airship. Due to their speed, Overlords are perfect targets for massed fliers. Despite having anti-air capabilities, the main weapons are only effective against enemies that are truly massive like the Tau Manta. Smaller fighters, like Eldar Nightwings, prove to be a danger to the vessels and because of this, a Overlord Airship is never seen without Eagle Gyrocopter escorts.

Points Cost - 2000

Name BS FA SA RA HP Unit Type Composition Combat Role Pursuit Agility
Overlord Air Fortress 3 14 13 12 36 Vehicle (Super-Heavy Flyer, Hover) 1 Overlord Air Fortress Air Leviathan 1 1


Wargear:
  • Super-Heavy Coil Cannon (Facing Front)
  • 48 Heavy Bombs
Special Rules:
  • It Will Not Die
  • Redundant Gas Sacks: The Overlord Air Fortress has a 4++ invulnerable save, as even penetrating hits are likely to only take out one of the gas sacks, in which a fraction are required to keep the Airship afloat.
  • Sky Fortress: Models firing at the Overlord Air Fortress do not need the Skyfire rule in order to fire at their full Ballistic skill due to its extreme size, and the Overlord Air Fortress may not Jink.
Options
  • May exchange 12 Heavy Bombs (this may be done more than once) for:
    • 8 Hunter-Killer Missiles (free)
    • 2 Hellstorm Bombs (free)
    • 1 Melta Bomb (free)
  • May exchange its Super-Heavy Coil Cannon for a:
    • Turbo-Laser Destructor (free)
    • Twin-linked Long-Barrelled Ion Cannon (free)
    • Heavy Rotary Shot Cannon (free)
  • May take up to three sets (one on each side) of side sponsons with each sponson armed with one of the following:
    • Rotary Shot Cannon (50pts/pair)
    • Rapier Destroyer (70pts/pair)
    • Ion Cannon (90pts/pair)
    • Heavy Coil Cannon (100pts/pair)
  • May choose equipment from the Aircraft Armory list.

FORTIFICATION[edit]

Thunder-Fire Cannon[edit]

Fluff:

Lorem Ipsum Dolor Sit Amet

Points Cost - 40
Composition: 1 Thunder-Fire Cannon. If an additional Thunder-Fire Cannon is purchased (see below), each is deployed as a separate fortification.
Terrain Type: Impassable Small Building (Armour Value 14)
Access Points & Fire Points: None
Weapons: One emplaced Rotary Shot Cannon
Special Rules:

  • Sentry Defence System: A building with this special rule can use automated fire against enemy units, even if it is unoccupied. In addition, enemy units can shoot at and charge a building with this special rule, even if it is unoccupied.
  • AA Mount: Weapons that are AA mounted roll to hit vehicles with the Flyers special rule using their normal BS rather than requiring a 6 to hit.

Options:

  • May add one additional Thunder-Fire Cannon (40pts)
  • Each Thunder-Fire Cannon may Twin-link its weapon (20pts)
  • Each Thunder-Fire Cannon may exchange its 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)
  • Each Thunder-Fire Cannon may take items from the Obstacles list.

League Affiliations[edit]

Emberg: The Treacherous Kin[edit]

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[edit]

  • 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:
Range S AP Type
Burning Wrath 12" 5 5 Assault d6, Soul Blaze, Ignores Cover

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:
Range S AP Type
Hellhammer 24" 6 4 Assault 1,

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:
Range S AP Type
Flames of Hashut Infinite 8 2 Assault 1, Blast, Ignores Cover, Soul Blaze, Twin-linked

The spell may be increased to a cost of four warp charges to instead use the large blast template.

League Specific Units[edit]

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.
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[edit]

"In his flames we are reborn, in his fires you will burn."

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.

Battlefield Role - Headquarters
Points Cost - 60

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


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[edit]

WE SMASH PUNY MARINES!!! - Gorgoloth. Bull Centaur Champion while fighting Grey Knights during the Manakai Massacre

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.

Battlefield Role - Elites
Points Cost - 135

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) -


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[edit]

"Wait. Are those Necrons fighting alongside those Chaos Squats!?" - Last words of Colonel Manfred of the Iktal V Planetary Defense Force

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.

Battlefield Role - Heavy Support
Points Cost - 180

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


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[edit]

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[edit]

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[edit]

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Battlefield Role - Elites
Points Cost - 100

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


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[edit]

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Battlefield Role - Heavy Support
Points Cost - 250

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


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[edit]

"You go to war in this thing? What kind of ponce combines a machine of war with a luxury craft?"

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.

Battlefield Role - Heavy Support
Points Cost - 190

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


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[edit]

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[edit]

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[edit]

Battlefield Role - May be taken as a Dedicated Transport for a Warlord, Ancestor Lord or Thane with the Stubborn special rule.
Points Cost - 30

Name BS FA SA RA HP Unit Type Unit Composition
Oathstone 4 11 11 11 3 Vehicle (Skimmer, Open-Topped, Transport, Chariot) 1 Oathstone


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[edit]

"This is a heavy duty. For your sake I hope you wash-out." - Unnamed Vengeance Bringer to a potential Rad Trooper.

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.

Battlefield Role - Elites

Points Cost - 90 points
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) -


Unit Composition: 5 Rad Troopers
Unit Type: Infantry (Vengeance Bringer is a Character)
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[edit]

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

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.

Battlefield Role - Fast Attack

Points Cost - 30 points
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


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[edit]

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[edit]

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[edit]

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Battlefield Role - HQ
Points Cost - 110

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


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[edit]

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Battlefield Role - Elite
Points Cost - 100

Name BS FA SA RA HP Unit Type Composition
Myrkalfr Support Vehicle 3 12 10 10 3 Vehicle (Tank) 1 Myrkalfr Support Vehicle


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[edit]

Those bugs are going to be Elysian fries once we are done with them! - Anonymous Tesla Exo-Warrior

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.

Battlefield Role - Heavy Support

Points Cost - 125
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


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[edit]

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[edit]

Armorgryns and Mounted Ratling Gunners[edit]

It shoots while it smashes and vice-versa. Best idea we ever had. - Warlord Frigidd of Norgyr on the Ogryns and Ratlings

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.

Battlefield Role - Elites
Points Cost - 175

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


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[edit]

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

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.

Battlefield Role - Lords of War
Points Cost - 520

Name BS FA SA RA HP Unit Type Composition
Hearthlord 3 14 13 12 9 Vehicle (Super-Heavy Vehicle) 1 Hearthlord


Wargear:
  • 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[edit]

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

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.

Battlefield Role - HQ
Points Cost - 50

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


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[edit]

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[edit]

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[edit]

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Battlefield Role - Elites
Points Cost - 75

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


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[edit]

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Battlefield Role - Fast Attack. May be taken as a Dedicated Transport for Hearthguard, Warriors and Thunderers.
Points cost - 80

Name BS FA SA RA HP Unit Type Composition
Rock-Hopper 3 12 11 10 3 Vehicle (Skimmer, Tank) 1 Rock-Hopper


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[edit]

"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.

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Battlefield Role - Heavy Support
Points Cost - 130

Name BS FA SA RA HP Unit Type Composition
Avalanche Grav Tank 3 13 12 10 3 Vehicle (Skimmer, Tank) 1 Avalanche Grav Tank


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.

FORMATIONS[edit]

Standard 40k[edit]

Brotherhood of Battle[edit]

Apocalypse Only[edit]