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BROTHERHOOD
CODEX SQUATS
v1.4

An Unofficial 40K army list


A TRIBUTE TO GAMES WORKSHOP

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INTRODUCTION CONTENTS:
Introduction Squat Special Rules History Of The Brotherhood The Brotherhood Armoury Brotherhood Army List HQ Elites Troops Fast Attack Heavy Support Pg 2 Pg 3 Pg 3 Pg 4 Pg 5 Pg 6 Pg 8 Pg 10 Pg 12 Pg 13 THE CHARACTERISTICS OF A SQUAT BATTLEFORCE
The presence of a stunty army on the battlefield adds a comfortable sence of humour to any fight. Also you might already have the models and be quite fond of them, and that is the main reason why we have put this highly unofficial codex together. Enjoy.

WHY CHOOSE AN ARMY OF SQUATS?

Squats have a high number of advanced and heavy weapons, but the squats themselves are a race with a very limited population. Because of this, squats will fight in smaller squads than most other races. This means that though the squats are heavy in fire power, they can ill afford casualties. (One more victory like this and we are lost... - Thorulf Stoutheart.) All brotherhood armed forces are free to exchange 1 Fast Attack entry for a 1 Heavy Support unit if they wish. Defence is the best way of attack According to the Brotherhood. Even in assault squat tactics revolve around defence. Smash through the enemy lines, find a good place to dig your heels in and let him have it with heavy weapons as he tries to root you out. If you can get at him with long range fire from behind your own lines as well that's all the better.( It saves cleaning the muck up from your own doorstep. - Guildmaster Runar Ironbeard.) In missions where one side is the attacker and the other the defender, the squats are always the defenders. Every squat is highly proficient with technology, the best of them belonging to the squats guilds. Reputable for manufacturing energy weapons of the highest standard the las-gun was once the main side arm for Brotherhood troops. Since the innumerable conflicts with orcs however, the bolter has fallen into favour with most squat combat groups. (The elegant las-pistol, is however still favoured by squat officers & members of the brotherhood aristocracy.) During the age of trade, and the few years of imperial allegiance that followed the Brotherhood & the imperium freely exchanged knowledge of weapons & technology. As a result of this vehicles, bolt and plasma weapons in both Squat and Imperial armories still share many common design features. Squats make frequent use of plasma cutters during their mining operations, from small hand held fire cutters to large vehicle mounted fire bores. The ever growing number of conflicts threatening the Brotherhood Homeworlds has resulted in the Guilds incorporating a combat setting on all their plasma based mining equipment. On combat setting squat fire cutters work just like Imperial plasma weapons. A portable mining cutter on combat setting runs the risk of overheating with the same effect as their Imperial counterparts. (40K Rulebook pg:)

SQUAT FORCE ORGANISATION

TACTICS

BROTHERHOOD TECHNOLOGY

Waffle & Doodles: Dennis Gustafsson Models, Photos, Inspiration & Advice: Gustav Dahlstrm & Kalle Trumpfeller Special Thanks to: Squat Model Enthusiasts Worldwide GW Gamers

"Cutter" PLASMA WEAPONS

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SQUAT SPECIAL RULES:


Squat combi weapons are all masterly crafted in a way that the bolter may always be fired. Even in the turn when the combi weapon is fired. Squat society is based on hard work, brotherhood and honour - Squads with three or more squat's remaining are counted as stubborn.

HISTORY OF THE BROTHERHOOD


"In the beginning there was Magnar, the god of fire. And by his heart and mighty hammer - as he made the world - sparks flew and kindled thus a race of folk - much like you and I." The beginning of the book Of the makings of Magnar.

COAXIAL COMBI WEAPONS

SHOULDER TO SHOULDER

Due to eons of bitter confilict squats have a patalogical hatred for Orcs and all greenskin kind.

PREFERRED ENEMY

Multiple wound squats never die outright from "double toughness hits" - they loose one wound instead.

IRON PHYSIQUE

Little is remembered from the time of the launching of the generation ships that sailed forth and far from the safety of the sacred strongholds of the planet "Mother Hearth." The reason for the exodus is shrouded in mystery and uncertainty. Two tales remain - one of a planet turned inhabitable by ages of misuse and one of the longing for riches among the stars - Both equally bitter, sorrowful and believable considering the squat eagerness to search for riches and resources Cosmic storms raged across the homeworld sectors, cutting the colonists off from all contact with "Mother Hearth" and casting them into a dark age of turmoil and death. The only population to survive the hellish catastrophes was the ones that took refuge in underground strongholds.

COLONIA - THE AGE OF FOUNDING

LONGRIM - THE DARK AGE

Squats stunty build and short legs confer them to a movement of 5 and a charge of 5. A -1 penalty effects all squat movement when making the 2D6 roll in retreats and progress through rough terrain.

SLOW MOVING

After the cosmic storms had subsided millennia had passed and the squats had evolved into a new state of being with their own culture, their own technology and their own way of life. Soon Imperial astropaths turned their attention to the homeworlds and sent scouts into the once storm ridden sectors only to make contact with the race of beings occupying the old imperial outposts.

PROSPERIA - THE AGE OF TRADE.

Following the rich trade convoys of the empire, orcs finally found their way to the Squat homeworlds. Driven by the prospect of plundering technology and riches countless ork bosses layed relentless siege to several squat strongholds. Driven by the chaos of war, the attention of the dark gods also slowly turned to the new race.

THE AGE OF STRIFE

Throughout the age of strife the squats learned, through bitter experience to distrust all other races. Though brief periods of relative cooperation between the Imperium and the squat homeworlds had existed in the past, imperial distrust and xenophobia soon brought any allegiance between humans and Squats to a bitter end. The small number of squat homeworlds that were still standing were soon left to fend for themselves finding support only from each other. Faced with the prospect of exstinction, the squats decided to withdraw deep into their strongholds to await a future that held better prospects.

THE BIG SLEEP

In impregnable cryogenic chambers the Squats slept a deep sleep, carefree of the world around them. Safe from any intruder. At least for a few hundred years.. Now the cryogenic father overseers that overlook it's hibernating protagees has started waking teams of squats up with a warning. An enemy has struck a breach into the sleeping hearts of the brotherhood and poured like a nightmare into the peaceful sleep the Squats.

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BROTHERHOOD ARMOURY
A squat Warlord may choose up to 150 pts worth of equipment. Other characters may spend 75 pts.

ONE-HANDED WEAPONS
Close combat weapon 1 pt Las Pistol 1 pt Auto pistol 1 pts Bolt Pistol 2 pt Power Weapon 15 pts Power Fist 25 pts Lightning claw 25 pts Plasma pistol (Fire Cutter)15 pts

WARGEAR
Artefact of Origin (Holy relic)40 pts Bionics 10 pts Strife armour (Carapace) 5 pts Heartguard (C.pace +5Inv.) 15 pts Frag grenades 1 pts Krak grenades 2 pts Master crafted weapon 15 pts Melta bombs 5 pts Family Heirloom(Purity seals) 5 pts Grudgebearer weapon 10pts Disp. orb (Max 1/army) 25 pts Sacred Stronghold Banner 60 pts Ancestral weapon 10 pts Exo Armour* 15 pts (Does not include weapons.) Shock Hammer 6 pts Trike*/** 30 pts Robot Monitor 5pts Living Ancestor 50 Pts * = Independent characters only. **= Not Grenadiers

VEHICLE UPGRADES
Dozer blade Power bore Illuminator Extra armour Displacement field Pintle twin linked bolter Pintle Heavy bolter Smoke launchers Strengthened hull 5 pts 30 pts 1 pt 5 pts 30 pts 5 Pts 20 pts 3 pts 10pts

TWO-HANDED WEAPONS
Las-gun Autogun Boltgun 1 pt 1 pt 2 pts

Combi weapons: Bolter -flamer Bolter -plasma gun Bolter -grenade launcher Bolter - Melta gun Twin -linked bolter

10 pts 15 pts 10 pts 10pts 5 pts

Hellbore heavy mole mortar When firing;guess range and roll the "Hit dice", deviation direction dice and two d6 dice - On a HIT the shot does only deviate the number of inches indicated by the 2D6 - otherwise add the deviation number to the 2D6'es to get the full number of inches the shot has deviated by. Due to the cataclysmic force of the mole mortar shells ground burst no cover saves are allowed from mole mortar fire.

GUILD EXOTIC WEAPONRY


Weapon Hellbore launcher Mole Mortar Turbo Cutter Thudd Gun Bombot Melta Bombot Range 48guess 36 guess 36 36 guess --Str. 5 4 6 4 6 8 Ap. 4 6 4 6 5 2 Type Ordenance1/Blast Heavy/Blast Heavy D6 Heavy/Blast Blast Blast/2D6 Pen Spec. No cover save No cover save Rending/Gets Hot*** Barrage x 4

***=Se equipment special rules

Squats and Las Guns


The personal prestige of carrying a humble fire arm like a Las Gun instead of a heavyier gun - especially a Las pistol for Suats of higher standing is rooted in Squat ancient traditions of prowes of arms and close combat. Thus a truly heroic squat would use a Las pistol to fend off lesser foes like gretchins and the like - while worthwhile opponents would be met eye to eye in close combat. The traditional use of Las Guns for Brotherhood squads goes back to the time when some squat strongholds fought in the ranks of the Imperial Guard.

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SQUAT WARGEAR
WARGEAR
Squat Hunting Lance Squat hunting lances are powerful one-off weapons that are only available to mounted exo-armour squat units. Hunting lances are used as desperate last resort weapons to bring down heavily armoured targets. On a sucessful to hit roll the lance causes an automatic penetrating hit on any static armoured target and an automatic glancing hit on any moving armoured target. On a failed to hit roll the lance detomated harmlessly failing to penetrate and is couted as spent. On a non armoured target the lance has the same effect as a power weapon. Bike/Trike Squat trike is armed with twin linked boltguns and grants the rider +1 in toughness. Squat hunting lance The squat hunting lance functions exactly as an imperial guard hunting lance except the squat weapon confers an additional d6 strength in AP against vehicles. Displacement orb A very rare and advanced personal protective energy field that acts as a +3 Invulnerable save. Hand Scanner A portable multi spectral scanning device operating in the same way as an imperial auspex. Grudgebearer weapon This weapon was forged by a grudge bearing squat guildmaster and possesses an exalted eagerness to slay its enemies. Re-roll one to wound attack/shot per turn. Heartguard Ancient squat warrior breastplates belonging to a warlords hearthguards. A heartguard gives the bearer a 4+ armour save and a 6+Invulnerable save. Patch-up kit The squat equivalent of the imperial narthecium. With this a squat medic can negate one suffered wound in the unit he is with. The patch up kit can not be used if the unit the field surgeon is in is involved in close combat. Shock Hammer A shock hammer is a squat hand tool used as a pick or rock hammer. The heavy shock hammer is powered and vibrates with an ultra high frequency and can shatter the hardest metals not to mention armour and bone. The hammer gives the wielder +1 STR and no armour save is better than 4+ against the weapon. Turbo Cutter Turbo cutters are Squat high energy jackhammers used to crush high density materials in a hail of plasma bolts. On its combat setting the Turbo Cutter will "Get Hot" on any To Hit roll of 1 - taking any caused casualties from the weapon's crew. Thudd gun Fires a barrage of four mortar shells per shot. Blast templates are lined up just like normal. Living Ancestors The model is accompanied by a revered, old and wizened living Ancestor who gives sage advice during battle . A living ancestor always follows his protegee in battle and is counted as a standard infantry model for all gaming purposes. If the Ancestors protegee is slain the Ancestor leaves the field. (Is removed from play.) Morale booster: Living anscestors are warriors of legend. To go to war side by side of a living anscestor is a great honour - The character accompanied by the ancestor - and any unit the character belongs to or joins uses the anscestors leadership. Living Ancestor WS BS S T W 4 3 3 4 3 I 1 A 1 Ld 10 Sv 5+

Fire Cutter Small energy welding/mining tool that can double as a plasma pistol. (On its combat setting the weapon suffers from Overheat see 40K rulebook.) Fire Drill Squat energy cutter/mining tool that can double as a plasma gun. (On its combat setting the weapon suffers from Overheat see 40K rulebook.) Strife armour Squat strife armour is identical to the Imperial Storm troopers armour and gives combat squats a +4 Save. Mole mortar When firing;guess range and roll the "Hit dice", deviation direction dice and a d6 - On a HIT the shot does only deviate the number of inches indicated by the D6 - otherwise add the deviation number to the D6 to get the full number of inches the shot has deviated by. Due to the cataclysmic force of the mole mortar shells ground burst no cover saves are allowed from mole mortar fire.

Weapon: Las pistol, Hand weapon & Flak armour. Special rules: Psychic resistance: Works as a psychic hood. (See the space marine codex.) The Living ancestors psychic resistance only works against psychic attacks targeted at himself or the unit/model the ancestor accompanies. Sage Advise: The Ancestors protegee may re-roll any of his own units rolls once every turn.

Exo Armour Squat powered armour armed with a bolter, power weapon, movement 6 and a +2 save. The exo armour allows exo-warriors to wield their bolter in close combat giving the exo warrior a +1A in hand to hand. This is already included in the exo warriors army listing. Squats in exo armour may fire heavy weapons while moving. Exo armour impossible. sweeping advances

VEHICLE UPGRADES
Pintel Mounted Heavy Bolter This weapon may fire in addition to other weapons on the vehicle. It may not fire if the vehicle travels more than 6. Displacement field: Negates one glancing or penetrating hit before being burned out. The vehicle crew can try and bring the displacement field back up at the start of the squat turn. On a roll of +3 the field will be back up and running as normal. If the crew attempts to bring back the field they must remain stationary and fire no weapons in the turn no matter if the shield went up or not. Strengthened hull Squat engineers have enforced this vehicle internally and the owning player may re-roll a glancing hit result if he chooses. The re-roll stands. Due to the bulk of the internal supports troop transports has a carry capacity reduced by 2 and non troop carriers have their top speed reduced by 1. (Top speed only. All other speeds are treated as normal.) Centipede The centipede is a self propelled weapons-mount that will move with it's crew and can move and fire heavy weapons in the same turn. The centipede may not move in or into difficult terrain. It may however move out of difficult terrain if it was deployed there. (The squats have scouted out a safe way for it to evacuate the hidden firing position.) A centipede that loses all it's crew members will keep firing on its last target and seize firing if that target is destroyed or out of LOS. When fired upon a Centipede follows the rules of 'big gun batteries' as described in the orc codex.

(Unlike marine terminator armour Squat exo armour does not confer an invulnerable save.) Ancestral weapon This weapon is old and steeped in battlehonor. It does not like to miss. Re-roll one missed shot per shooting phase. Robot Monitor A robot monitor is a handheld device that continally displays robot behavioural diagnostics. A character equipped with a robot monitor allows all robots that are within 6" of the monitor at the start of the squat turn to re-roll their automaton rolls. (The second roll stands.) Fire Bore A heavy energy projector used by the squats for mining. The firebore can be used as a weapon but is subject to overheating. On a to-hit roll of 1 the weapon is overheated and have to spend the next shooting phase cooling down. Apart from this a fire bore works just like an imperial plasma cannon.

HQ
0-1 WARLORD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 points/model Points/Model WS BS S T W I A Squat Warlord 65 5 5 4 5 3 3 3
The squat warlord is the leader and ruling patriarch of the squat stronghold. Toughened by decades of strife and hardship the warlord is a warrior with unequalled martial prowess. Toughened by the responsibility of command and bound to safeguard the honour and traditions of the stronghold forefathers, the warlord is a mighty commander at who's words nations tremble and squat warriors are urged to great deeds, to do or die in their un flinching duty. Weapons: Las pistol, close combat weapon, heartguard. Options: The squat warlord may be accompanied by a hearthguard (see below) but is otherwise an independent character. A warlord may be given any equipment from the squat war gear list. Independent character: See 40K rulebook.

Ld 10

Sv 4+/5+

HEARTH GUARD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 points/model Points/Model WS BS S T W I A Hearthguard 20 5 3 3 4 1 3 2

Ld 9

Sv 4+/5+

The proud and able hearthguard take to the field as honour guard to their mighty brotherhood warlord. Formed by battle steeped sons and daughters of the noble military elite a Warlord's hearthguard is unbreakable in their loyally and fearless in the face of the enemy. Decorated by battle honours and family insignia the hearthguard is a formidable sight on the battlefield.

Squad: The hearthguard consists of up to five hearthguards. Weapons: Las pistol, close-combat weapon & Heartguard. (Carapace with +5 Invulnerable save.) Options: Up to two hearthguards in the squad may be equipped with a meltagun at +8 pts or a flamer at + 3 pts. Any hearthguard may upgrade his las pistol to a bolter or bolt pistol at 1pts/model or to a combi weapon: Bolter-Flamer at +10pts, Bolter- melta at 15pts, bolter - grenade launcher at + 15 pts or a Combi (twin linked) bolter at 3pts. One of the hearth guard may be upgraded to a field surgeon at +25 pts (as described below). One of the hearthguard may be upgraded to a lore master at a cost of +15 pts (as described below.) Transport: The entire squad may be mounted in a Rover st +50pts or a Battle Tractor at +175pts.

FIELD SURGEON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +25 points/model


Field Surgeon Points/Model 45 WS 4 BS 3 S 3 T 4 W 1 I 2 A 2 Ld 9

Sv 4+/5+

The field surgeon is a veteran combat medic and a warlords personal physician. More importantly, as the patron of the physical well being of the warlords host, the field surgeon is responisble for the distribution of the highly medicinal and morale boosting supply of brotherhood ale and grog among the troops. Weapons: Las pistol, close combat weapon, heartguard and patch-up kit. Options: The medic may buy up to 50pts worth of additional equipment from the war gear list.

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LORE MASTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +15 points/model Points/Model WS BS S T W I A Ld Lore Master 35 4 3 3 4 1 2 2 9 Sv 4+/5+

The lore master carries the knowledge of the brotherhood with him and is responsible for documenting the deeds of his warlord and squat warriors. In battle lore masters recite passages and sing songs from squat legend and history, reminding his brothers of their proud ancestry and inspiring them to heroic acts of valour and honour. Weapons: Las pistol, close combat weapon, heartguard & Chronicle of deeds. (Acts as family heirloom for any unit within 6 of the lore master). Options: The Lore master may buy up to 50 pts worth of additional equipment from the war gear list.

GUILD MASTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 points/model Points/Model WS BS S T W I A Ld Sv Guildmaster 50 5 4 4 4 2 2 3 10 5+


A guildmaster is a very powerful brotherhood individual. He is the leader and mentor of one of the brotherhood engineer guilds. Experts with machinery, mining and combat engineering the guildmasters Number: One Guildmaster a counts a single HQ choice. Weapons: Las pistol, close combat weapon, flak armour. Options: A guildmaster may buy equipment from the squat war gear list. Independent character: As a HQ choice the guild master is an independent character. Master technician: The guildmaster may attempt to repair a damaged vehicle in base to base contact. At the start of the squat turn nominate the destroyed part on the vehicle, either the drive mechanism for an immobilised vehicle or a weapon that has been destroyed. Roll a D6. On a roll of 4+ the guildmaster has repaired the damage and the immobilised vehicle may move normally and the destroyed weapon may fire. (A crew shaken result may not be repaired.)

...Then a distant, unsettling half-choked gurgling noise could be heard faintly echoing down towards them from the depths of the metal tunnel. Einar silently acknowledged the sqadmasters signal and flipped his fire cutters switch over to its combat setting. He could hear the mining tool hum as it charged itself up to become a deadly and dangerous weapon of war, and he felt it stirring restlessly even through the thick fabric of his core-tex gloves. Wading in water ankle deep, the crouched figures of the squad of tunnel-raiders moved cautiosly through the ventilation tunnel in close formation. Condensation rained from the low metal roof and drew running streaks of liquid across the walls. Something had stopped the vent rotors from doing their work somewhere in this sector. Something that the stronghold life support calculus could not identify either as a mechanical or an electrical fault. Einar hoped they would find a dead Zort stuck among the rotor-blades or simply a faulty calculus link, but his hopes where shatterd as he saw the squadmaster suddenly thrusting a clenched fist into the air. The squad snapped into attack formation, Einar running to takes his place on the far right flank of the squad. Half a dozen hunched black clad squats aiming their fire cutters down the vent shaft. They all saw them then. Large and ugly tears in the walls of the shaft. Like scars in the metal - water gurgling through them, splashing on machinery further down below. Something had ripped through the plate and torn the supports and the vent rotor mechanism right off their foundations. "At least let it be Orcs...", Einar whispered to himself through teeth clenched with anticipation. The squadmaster pointed two fingers at the broken machinery and the two squats flanking him moved closer to the damaged vent fans, while the rest of the squad steadied their weapons, covering their comrades advance. Einar could see the yellow armed light glare from the squadmasters bolter-flamer as the weapon was made ready to spew out firy death at anything lurking among the debris. "Nothing here." Said Olaf - the first to reach the vent-rotor wreckage. "Just a jumble of cable and... wait a minute..." At first Einar though that, somehow - Olaf had managed to drop his helmet. But in the split second before the blinding flash of flames came tearing down the corridor - he saw the void above Olaf's shoulders - The emptyness where once Olaf's head used to be...

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ELITES

EXO SQUAD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 points/model Points/Model WS BS S T W I A Ld Sv Exo-Warrior 30 4 4 4 4 1 1 2 9 2+ Exo captain 35 4 4 4 4 1 2 3 10 2+


Squat Exo-squads make up the elite assault force of the squat guilds. Exo warriors are tough veterans, trained for war and hardened in battle. The Exo-warrior duty is ceremoniously passed on from generation to generation within the warrior families as is their revered ancestor Exo-armour suit and its weapons. Squat Exo squads are fiercely loyal to their guilds and bound by family honour to such a degree that they are Fearless. Number/Squad: A Squat warrior squad consists of One Exo captain and up to five Squat Exo- Warriors Weapons: The Captain is armed with twin linked bolters Exo armour and a power weapon. The Exo warriors are armed with bolter, power weapon and Exo armour. Options: Any number of exo-warriors in the squad may swap their bolters for the following combi weapons: Bolter-plasma gun +8 pts, Bolter-grenade launcher +5 pts or Bolter-flamer at +3 pts*. One Exo warrior may swap his bolter weapon or his power weapon for one of the following heavy weapons; Multi Melta + 30 pts, Missile launcher +15pts, heavy flamer +15 pts or heavy bolter + 10pts. The Exo captain may swap his power weapon for a lightning claw at no extra cost. Any Exo warrior in the unit may upgrade his Boltgun to twin linked boltguns at +5 pts. The entire squad may be mounted on bikes/trikes at an additional +30pts per model. Trike/bike exo squads may be further upgraded to carry hunting lances at +8 pts per model. Squat infantry and dreadnoughs prepare to mop up enemy resistance in a ruined city.

Transport: The entire squad may be mounted in a Rover at + 45 pts or a Mole at + 75 pts. SPECIAL RULES Fearless Furious Charge

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GUILD COMBAT SQUAD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 points/model Points/Model WS BS S T W I A Ld Squat Guild trooper 13 4 4 3 4 1 2 1 8 Guild Master 50 5 4 4 4 2 2 3 10
Guild combat troops are highly trained guild special-forces operatives. Armed with the best of guild weaponry and armour and led by veteran Guildmasters guild combat troops can handle anything that is thrown at them on the battlefield. Number/Squad: A guild combat squad consists of a Guildmaster and up to five guild troopers. A guild combat squad MUST be led by a guildmaster who ALWAYS COUNTS towards the maximum number of characters allowed in an army. A combat squad guildmaster may not leave his unit and may not join another unit unless all the troopers in his unit have been lost. A combat squad guildmaster may be the army general. Weapons: Boltgun, close combat weapon, frag and krak grenades. Strife armour. Options: Up to two warriors in the squad may be equipped with one of the following weapons: Flamer + 4 pts, plasma gun at +10pts, melta gun at +10pts or shotgun at no extra cost. The Guildmaster may replace his Bolter with a Boltpistol and close combat weapon at no extra cost. Up to two squad members may be upgraded to heavy weapons troopers at the following cost: grenade launcher +10 pts, heavy bolter +15 pts; multi-melta at + 30 pts or a las cannon at + 20 pts Character: The Guildmaster may purchase additional equipment from the wargear list. Transport: The entire squad may be mounted in a Rover at + 50 pts, a Ranger at + 25 pts or a Battle Tractor at +175pts.

Sv 4+ 4+

ENGINEERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 points/model Points/Model WS BS S T W I A Ld Sv Squat Engineer 16 4 3 3 4 1 2 1 8 4+ Master Engineer 25 4 3 3 4 1 2 2 9 4+


Engineers are specialist combat troops with superior skill in battlefield engineering. Equipped with all manner of demolition gear, high-power weapons and the ability to tunnel under the battlefield squat engineers are highly effective shock troops fully capable of clearing enemy bunkers and rooting out dug in troops. Engineers crew all stronghold battle tractors and may choose these formidable vehicles as transports. Number/Squad: A guild engineer squad consists of One Master Engineer and up to five Engineers. Weapons: Bolt pistols, frag and krak grenades, shock hammers & melta bombs. Strife armour. Options: Any number of warrriors in the squad may be equipped with one of the following weapons: plasma gun at +12 pts, melta gun +12pts, flamer at + 7 pts. Up to two engineers may be upgraded to heavy weapons engineers at the following cost: grenade launcher +10 pts, heavy bolter +10 pts, heavy plasma + 30 pts, multi-melta at +30 pts or a las cannon at +20 pts Character: The master engineer may purchase additional equipment from the wargear list. TRANSPORT: The squad may be mounted in a Rover at + 50 pts, a Mole at + 75 pts, a ranger at +25pts or a Battle Tractor at +175pts.

SPECIAL RULES
Miners: In the right circumstances engineers have the ability to burrow their way into a forward position on the battlefield. To represent this they may be set up using the infiltrators rule, but only if the mission allows infiltrators to be used. Technicians: All members of the engineer guild are highly adept technicians and any model may attempt to repair a immobilised vehicle in base to base contact. At the start of the squat turn roll a D6. On a roll of 6 the engineer has repaired the damage and the vehicle may move normally in the next turn.

10

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TROOPS

BROTHERHOOD SQUAD . . . . . Points/Model Squat Squaddie 8 Squad Master 8

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 points/model WS BS S T W I A Ld Sv 4 3 3 4 1 2 1 7 5+ 4 3 3 4 1 2 1 9 5+

Brotherhood squads are the most common fighting units within the stronghold warhost. Brotherhood squaddies are drawn up from the common squat stronghold population. Number/Squad: A Squat Brotherhood Squad consists of One Squat Sergeant and up to six Squat Squaddies Weapons: Squaddies are armed with a Las-Gun/Autogun, Flak armour & Close combat weapon. The Squad master is armed with a las-pistol/autopistol & close combat weapon. Options: One squaddie in the unit may be equipped with one of the following weapons: Plasma gun +6 pts, Flamer at + 6 pts. One squaddie may be upgraded to a heavy weapons squaddie at the following cost: heavy bolter +5 pts, las cannon at + 15 pts, Autocannon at +15pts The entire squad may be equipped with frag grenades for an additional +1 pt / squad member. Character: The SquadMaster may buy additional equipment from the squat wargear list up to a value of 50 pts. Transport: The entire squad may be mounted in a Rover at + 50 pts or a Ranger at +25pts.

Mining Robot(s) 0-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 points/model Points/Model WS Bs S Front Side Rear I A Mining Robot 35 3 3 4(8) 10 10 9 1 2
Squats are one of the few races that can construct robots - full automatons that are used by the brotherhoods to perform a veriety of hazardous and labour intensive work. Generally programmed for mining and maintenace - The guilds have developed combat programs that may turn these mechanised workers into killing machines. Though they may vary greatly in appearence, all squat battle robots share similar statistics. Type: Walker Crew: Automaton Circuits Automaton: An automatons brain is a cluster of electronic circuits and sensors run by programmed logic. As it is virtually impossible to prepare a program to handle all the diverseties of a battlefield - Squat robots may from time to time run into sluggish behaviour and dangerous misinterpretations of their surroundings. Automatons Rules: At the start of the squat turn - roll a D6. On a roll of 4-6 the squat player can move his robot normally. (If the robot is in close combat no roll is made - the robot runs the lenght of its melee program before reassessing it's battle situation.) On a roll of 3 the robot may not move, fire or charge that turn The automaton halts - while it struggles to ply its programmed logic to the chaotic environment of the battlefield. On a roll of 2 the automaton fires at the target nearest to it (Be it friend or foe.) If no unit is within fire range count as a roll of 3. The automatons targeting logic makes a momentary misjudget of its threat recognition data. On a roll of 1 the robot charges the nearest unit. (Be it friend or foe.) If no units are within charge range count as a roll of 2.

Squad: 1-3. Robots are deployed individually Weapons: A squat robot is armed with a dreadnought close combat weapon and an array of energy mining cutters counted as a twin linked plasma gun. Options: The robot may replace its twin liked mining cutters with one of the following heavy weapons for free: Heavy bolter, twin linked melta gun, heavy flamer, autocannon or an additional dreadnought close combat weapon*. A battle robot may also choose to upgrade its mining cutters to; Las cannon at + 10 pts; twin linked heavy bolter at +5 pts, Multi melta at +10 pts. Tracked Robots: Instead of having legs robots may be tracked. If so, the robots are subject to dangerous terrain tests instead of the normal penlty for infantry moving through difficult terrain.

Special Rules
Automaton (See info box) Dreadnought Robots uses all the rules that govern for dreadnoughts. (But feel free to read out "crew stunned" as as "gyro overload" with exactly the same effects.)

*= Adding 1 attack in close combat.

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TUNNEL-RAIDER SQUAD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Points/model Points/model WS BS S T W I A Ld Squat Tunnel Raider 10 4 3 3 4 1 2 1 8 Raid Master +8 4 3 3 4 1 2 2 9 Sv 4+ 4+

Tunnel raiders are specialist security forces that patrol the numerous underground ducts and service tunnels surrounding the squat stronghold. Number/Squad: A tunnel raider squad consists of one Squat leader and up to five tunnel raiders. Weapons: Bolt pistol, close combat weapon, frag grenades & Strife armour. Options: Up to two warriors in the squad may swap their bolt pistols for: A Flamer at + 3 pts, Bolt gun at +1pts, Plasma gun at +8pts or Shotgun at no extra cost. The entire squad may upgrade their bolt pistols for Plasma pistols at +10pts/ squad member and/or their close combat weapons for shock hammers at +3pts/squad member. One tunnel raider may be armed with a multi-melta at +30pts, heavy bolter at +5 pts or an Auto cannon at +15 pts. Character: The Raid Master may purchase additional equipment from the war gear list up to a value of 50 pts. Transport: The entire squad may be mounted in a Mole at + 75 pts, a Rover at +50pts or a Ranger at +25pts.

SPECIAL RULES
Tunnel runners: If the battlefield contains any urban or cavenous terrain tunnel raiders have the ability to work their way into a forward position on the battlefield using tunnels, service ducts and drain pipes. To represent this they may - if the terrain allows for it - always be set up using the infiltrators rule.

0-1 COLONIAL MILITIA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 points/model Points/Model WS BS S T W I A Ld Sv Militia Squaddie 4 3 3 3 3 1 3 1 6 5+ Militia Captain 8 4 4 3 3 1 3 2 7 5+


The Colonial militia drafted from the human colonies on Squat homeworlds are always willing to defend their home planet from attack by hostile forces. Squad: 10 - 20 Colonial Militia Weapons: Lasgun/Autogun & Hand weapon. The Militia captain is armed with a Autopistol/Laspistol & Hand weapon. Options: The entire unit may be equipped with flak armour for 2pts/ model. Any model in the unit may exchange their Lasgun/Autogun for a shotgun at +1pts. Up to 1 Model in 10 may be equipped with Flamer at +3pts, Grenade launcher at +6pts, Heavy bolter at + 10pts. Character: The Captain may purchase up to 40pts worth of Squat war gear. Transport: If the squad numbers 10 models it may be mounted in a Ranger +25pts.

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FAST ATTACK

GUILD TRIKE PACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 points/model Points/Model WS BS S T W I A Ld Squat Triker/Biker 28 4 3 3 4(5) 1 2 1 8 Pack Master +8 4 3 3 4(5) 1 2 2 9

Sv 4+ 4+

Guild trike packs ride recon missions along stronghold perimeters. In combat some guild trike packs are known to carry out daring hit and run melta-bomb attacks against enemy tanks and strongholds. Number/Squad: A Trike pack consists of one pack master and up to five mounted squat trikers/bikers. Weapons: Each trike is fitted with twin-linked bolters. Each squat triker is armed with a las-pistol or a close combat weapon and frag grenades. Options: The squad may swap their las-pistols for bolt pistols at an additional cost of +1 pt/model or for shock hammers for +3 pts/model and may have krak grenades at +2pts and melta bombs at +5pts/model. Up to two trikers in the pack may be equipped with plasma pistols +5pts/model. Any trike may be fitted with a smoke launcher for 3pts. Character: The packmaster buy additional equipment from the squat wargear list up to a value of 50 pts. The packmaster may be chaperoned by a living ancestor (in a sidecar) at +50pts.

GUILD STRIKE TRIKES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 points/model Points/Model WS BS S T W I A Ld Strike Trike 46 4 3 3 4(5) 2 2 2 8

Sv 4+

Guild strike trikes are fast moving support weapon platforms that quickly can re-deploy to bring their devastating long range firepower to bear where they are most needed on the battlefield. Number/Squad: A Guild attack pack consists of One to three squat attack trikes. Weapons: Each trike is fitted with twin-linked bolters and a manned heavy bolter. Each attack triker is armed with a laspistol. Options: Any attack trike can replace its heavy bolter with one of the following weapons: Multi Melta at + 20 pts, autocannon 15 pts, missile launcher 15pts, lascannon at + 15 pts. The entire pack may swap their las pistols for bolt pistols at an additional cost of +1 pts/triker.

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HEAVY SUPPORT
THUNDER SQUAD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . 8 points/model Points/Model WS BS S T W I A Ld Sv Squat Squaddie 8 4 3 3 4 1 2 1 8 5+ Squad Master 8 4 3 3 4 1 2 1 9 5+
Squat thunder squads are deployed, preferably in entrenched positions, at the far back of the battle line where they decimate advancing enemy units with long range fire. Squad: A thunder squad consists of One SquadMaster and three to five Squat Squaddies. Weapons: Las guns/Autoguns, Flak armour. Close combat weapon. Options: Any number of thunderers (but not the SquadMaster) may be equipped with heavy weapons instead of lasguns/autoguns at the following cost: heavy bolter +15 pts or a las cannon at + 35 pts, multi melta at +35 pts, plasma cannon at +35 pts, autocannon +20Pts. Character: The Squadmaster may buy additional equipment from the squat wargear list up to a value of 50 pts. Transport: The entire squad may be mounted in a rover at + 50 pts or Ranger at +25pts.

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GUN BATTERY . . . . . . . . . . . . Points/Model Squat Squaddie 8 Master Gunner 8 Centipede 20

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 points/model WS BS S T W I A Ld Sv 4 3 3 4 1 2 1 8 5+ 4 3 3 4 1 2 1 9 5+ -3 --1 1 --5+

Gun batteries are highly concentrated units of squat field artillery. Led by a veteran master gunner, gun batteries can saturate enemy units with a hailstorm of devestating firepower. Batteries deployed on mobile centipede weapon platforms are especially lethal as they can fire on the move, and can even keep firing without it's crew! Squad: A Squat Gun Battery squad consists of One Master Gunner and between one and three gun teams. Each gun team is manned by two squat squaddies. Weapons: All gun teams may be equipped with different heavy weapons: Mole mortar +20pts; thudd gun mortar +30, Turbo Cutter +20pts, lascannon at +30 pts; Multi melta at +30 pts; or plasma cannon at +30pts/team. Gun battery squaddies are all armed with laspistols. The Master gunner is armed with a laspistol and close combat weapon. Options: The entire squad may be equipped with boltguns for an additional +2 pts/warrior. Mortar, Lascannon, Multi-melta and Plasma gun teams may have their weapons mounted on centipedes at +20 pts / gun team. Lascannon, Multi-melta and Plasma gun teams may be upgraded to be twin linked at +10 pts / centipede. Character: The Master Gunner may buy additional equipment from the squat wargear list up to a value of 50 pts.

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MOLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 points/model Points/Model Front Side Rear BS Squat crewman 75 14 11 10 3
The mole is an all purpose underground transport vehicle. Equipped with a powerbore and navigational density scanners the mole can burrow under ground to emerge behind enemy lines deploying troops and causing mayhem. Type: Tank, Lumbering Crew: Squats

Weapons: twin linked bolter, Illuminator. Options: May carry a unit of squat troops or a unit of exo warriors. Vehicle upgrades available: Illuminator, Pintle mounted Heavy bolter, Smoke launchers, Strenghtened hull, Displacement field.

Special Rules:
Burrower Counts difficult terrain as normal terrain. Counts impassable terrain as difficult terrain. Deep strike If the mole appears in contact with enemy troops it causes an immidiate tank shock. (Tank shocked troops may retaliate with death or glory attacks.)

Ramming If the mole ends it's movement (or deployment) phase so that the tip of it's powerbore is in contact with a unit or installation that has an armour value it causes an automatic glancing hit on the target.

SQUAT DREADNOUGHT TEAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 points/model Points/Model WS Bs S Front Side Rear I Squatnought 55 4 3 5(10) 11 11 10 2

A 2

Squat dreadnoughts are armoured hazard-area mining machines that may be re-armed for battle use in need. Type: Walker Crew: One Squat Engineer

Squad: Squatnought may be fielded in units of one to three models. Weapons: A squatnought is armed with a bolter, dreadnought close combat weapon and an array of energy mining cutters counted as a twin linked plasma gun. Options: Each of the squat-noughts in the unit may replace their mining cutter with one of the following heavy weapons: Las cannon at + 25 pts; heavy bolter at +5 pts, twin linked heavy bolter at +10 pts; twin linked melta gun at +3 pts, Multi melta at +20 pts, auto cannon at + 10pts or a heavy flamer at +5 pts. The squatnoughts bolter may be upgraded to a twin linked bolter at +5 pts.

Tracked Dreadnoughts: Instead of having legs a dreadnought may be tracked. If so, the dreadnought is subject to dangerous terrain tests instead of the normal penlty for infantry moving through difficult terrain.

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BATTLE TRACTOR (LAND RAIDER) . . . . . . . . . . . . . . . . . . . . . . . . . . 175 points/model Points/Model Front Side Rear Squat crewman 175 13 13 11
This heavy mining vehicle is based on an early Land-raider chassis and is equipped with 2 heavy fire bores used for cutting through rock during squat mining operations. In an emergency the Tractor can be equipped and re-wired for battle in minutes. Type: Tank. Crew: Squats Weapons: 2 Fire Bores, 1 Heavy bolter. Options: The fire Bores may be replaced by 2 Twin linked Autocannons for no extra points and may carry two units of squat troops or one unit of exo warriors. Vehicle upgrades available: Dozer blade, Illuminator, Extra armour, Displacement field, Pintle mounted Heavy bolter, Smoke launchers, Strenghtened hull.

BS 3

A battle tractor of the Wolfraum stronghold. Tooled up for battle, this squat tank is equipped with a dozer blade, a smoke launcher and a pintle mounted heavy bolter.

Squats advancing, covered by the fire bores of a brotherhhod battle tractor.

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HELLBORE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 points/model Points/Model Front Side Rear BS Squat crewman 125 11 13 9 3
This is a Battle tractor modified to carry the heavy Hellbore launcher. The hellbore is used to undermine solid rock by launching burrowing explosives at it from below. The Hellbore and its deadly projectiles can be turned against an enemy with terrifying effects. Type: Tank, Lumbering, Open topped. Crew: Squats Weapons: Hellbore launcher, 2 twin linked fire cutters (Plasma guns) on each side sponson. Options: The fire cutters can be upgraded to two Fire bores at + 20 pts, two twin linked autocannon at +10 pts or two twin linked heavy bolters at no extra cost. Vehicle upgrades available: Illuminator, Extra armour, Pintle mounted Heavy bolter, Smoke launchers, Strenghtened hull, Displacement field.

RANGER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 points/model Points/Model Front Side Rear BS Squat crewman 20 10 10 9 3


A Ranger is a lighter very common, normally half-tracked transport vehicle used to transport ore and less valuable cargo. Although their design vary greatly their statistics are all fairly similar. In a pinch the squats may use rangers to transport troops in battle but mostly they are used for logistics. Type: Light vehicle. Open topped Crew: Squats Weapons: None Options: May carry a unit of squat troops or a unit of exo warriors. Vehicle upgrades available: Illuminator, Pintle mounted Heavy bolter, Smoke launchers.

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ROVER (RHINO) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 points/model Points/Model Front Side Rear BS Squat crewman 45 11 11 10 3
The rover is a squat general purpose transport vehicle used for transporting tools and valuable cargo. Type: Tank. Crew: Squats Weapons: twin linked bolter. Options: May carry a unit of squat troops or a unit of exo warriors. Vehicle upgrades available: Dozer blade, Illuminator, Extra armour, Pintle mounted Heavy bolter, Smoke launchers, Strenghtened hull, Displacement field.

0- 1 BOMBOT DETACHMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 / 8 points/model Points/Model WS BS S T W I A Ld Sv Grenadier 28 4 3 3 4 1 2 1 9 3+ BOMBOT . . . . . . . . . . . . . . . . . . . . . . . . . . 8 points/model Points/Model Front Side Bombot 8 7 7 Rear 7 BS 0

Squats use bombots as remote controlled explosives for mining, engineering and demolition work. In battle bombots may be guided into close- combat and detonated by the grenadier controlling them. Number Squad: A Bombot detachment consists of one squat grenadier and six to twelve bombots. Weapons: The grenadier is armed with a las-gun, a close combat weapon and grenadier power armour. Each bombot is loaded with an explosive charge equal to a frag missile. Bombots are exploded by placing a blast template at the centre of the bombot. Options: Any number of bombots may be upgraded to melta bombots at the cost of +10 pts /bombot. (Different bombots should be suitably painted/modelled so that they are easily distinguished from each other.) Character: The grenadier is an independent character that must be deployed together with a minimum of 6 bombots. The grenadier' may buy up to 50 pts of wargear. Transport: The entire squad may be mounted in a Rover at + 50 pts, a Ranger at +25pts or a mole at + 75 pts. Tracked Bombots: Instead of having legs, bombots may be tracked. If so, the bombots are subject to dangerous terrain tests instead of the normal penlty for infantry moving through difficult terrain.

SPECIAL RULES
Small Target: The bombots counts as small targets. Remote controlled: The bombots must be within 8 of the grenadier to be moved or detonated. The grenadier can detonate any one/number of the units bombots in the close combat phase. Self destruct: Bombots may be pre-programmed to self destruct should the grenadier be killed. Determine before the battle if the bombots are programmed to self destruct or not. If programmed to self destruct, all the bombots detonate simultaneously the moment the grenadier is killed. Explosive: When suffering a glancing hit the bombot explodes with full destructive effect. (Quite possibly causing a chain reaction if other bombots are caught in the blast.) On a penetrating hit a bombot is 'disposed' by the overwealming force of the hit and is destroyed without causing an explosion.

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The Brotherhood Sourcebook


Soon up for grabs on the internet, Including:

Squat Special Characters:


Thorulf Stoutheart Warlord Garl Armsteady Raid Master Runar Ironsides Guildmaster Vilnia Freebeard Pack Master Borg Hardbolt Exo Captain

Modelling tips:
Making strife armour. Five easy steps to updating your squats to a more modern GW look. Squat vehicle park.

Battle Report:
Imperial Inquisitors are on a sacred mission to investigate the Steinberg stronghold, but Whitebeard the warlord won't have any of it!

Stronghold Perks:
Special stronghold traditions breed warriors with different attributes and abilities. Full Steinberg, Edelgeist and Wolfraum stronghold variant rules inside.

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