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Consolidated Squat Lists

 Post subject: Consolidated Squat Lists
PostPosted: Tue Dec 14, 2004 8:19 am 
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Reposting my own post from SG forums here. My thoughts and comments are within the <> marks. :


LIBRARIAN PSYCHIC POWERS
Choose one. All Librarians in your army replace Smite with the selected power. An additional psychic power can be chosen, also for all Librarians in the army, by paying an additional 25 points per Librarian in your army. Note, that the additional power will be uniform throughout the Librarians as well. The additional power can never be the same as the first one.


Player can also choose to randomly roll for the psychic powers before the game starts. In that case, he must tell whether he has paid for an additional power or not.
Any and all double results must be rerolled (even if it already was a re-roll).
After the player has finished randomising the powers, he can choose to ignore one of the rolls to replace it automatically with Storm of the Emperor's Wrath (unless it was the result of his other roll).
Use the following table:
1-Storm of the Emperor's Wrath
2-Fury of the Ancients
3-Fear of the Darkness
4-Might of Heroes
5-Veil of Time
6-Vortex of Doom

Storm of the Emperor's Wrath: Small Arms, Macro-Weapon, Extra Attacks (+1)


Fury of the Ancients: Small Arms, Disrupt, Extra Attacks (+1)


Fear of the Darkness: Inspiring


Might of Heroes: Assault Weapons, Extra Attacks (+D3)

Veil of Time: +1 CC, +1 FF, +1 Armor Save.


Vortex of Doom: 15 cm MW 5+, Ignore Cover, Titan Killer (1).




UNITS
Command Squads



Veteran Squads
Stats as per Devastators, with 4+ CC, Leader and a Power Weapon. Comes as a detachment of four, costing 350 points. Same upgrades allowed as in Devastator detachment, plus Vindicator upgrade.



Techmarines



Scout Bikers

Bike stand with 5+ save, but has Scouts ability to compensate. Detachment should cost 25 or 50 pts more then the standard Bike detachment, but have no option for Attack Bikes.


Land Raider Crusader

Same cost/statlines as in Black Templar army list.


TRAITS
First, decide how far your Chapter deviates from Codex Astartes doctrine and consult table below:
Codex: No advantages. No drawbacks.
Minor Divergence: ONE advantage from any ONE trait group and one MINOR drawback.
Notable Divergence: TWO advantages from any ONE trait group and one MAJOR drawback.
Significant Divergence: TWO advantages from any TWO DIFFERENT trait groups and one MAJOR and one MINOR drawback.

Note, that some trait groups have same Traits within. This is done on purpose. It has no effect on Chapters with a Minor Divergence, but for those with Notable and Significant divergences it means a lot.

Note that each and every Trait applies to all units of given type/types in the player's army, with no exceptions.

Trait groups:

PIOUS
-Suffer not the work of heretics
-Purity above all
-Suffer not the alien to live

ZEALOUS
-Blessed be the warriors
-Uphold the honor of the Emperor
-Take the fight to them

DUTIFUL
-Never despair
-No mercy, no respite
-Honour your wargear

WISE
-Heed the wisdom of the ancients
-Scions of Mars
-Honour your wargear

COURAGEOUS
-See, but dont be seen
-Be swift as the wind
-Trust your battle brothers

SOMBRE
-See, but dont be seen
-Cleanse and purify
-Never despair

STERN
-Cleanse and purify
-Suffer not the alien to live
-No mercy, no respite

FIERCE
-No mercy, no respite
-Take the fight to them
-Blessed be the warriors


TRAIT ADVANTAGES

Be swift as the wind
All Bike/Scout Bike stands gain a Walker ability for +25 pts per detachment. Opens access to Veteran Bike units. (4-stand Bike detachment, each stand with Leader + Power Weapon and 275 pts cost)


Blessed be the warriors
Assault stands gain +1 to their CC (making it 2+). Increase the size of Assault detachments to six stands and their cost to 275 points. Opens access to Veteran Assault units. (4-stand Assault detachment, each stand with Leader + Power Weapon and 275 pts cost)


Cleanse and purify
Replace Missile Launchers on all Tactical stands with Plasma Guns. (15cm AP5+/AT5+)


Heed the wisdom of the Ancients
New upgrade: Venerable Dreadnoughts. 0-2 Venerable Dreadnoughts, 100 pts each.
Statlines and weapon options for Venerable Dreadnought same as for normal Dreadnoughts with added Invulnerable Save, Commander and Leader abilities. If no Commander or Techmarine has been upgraded to a Supreme Commander, one Venerable Dreadnought in the army may replace its Commander and Leader abilities with Supreme Commander ability for +50 pts.
All detachments that can take the normal Dreadnoughts can take Venerable Dreadnoughts. Note that you have to distinguish both types somehow, in a way that is clear, recognizable and most of all consistent both for you and your opponent.

This Trait cannot be combined with Aspire to Glory drawback.


Honour your wargear
Increase size of Devastator detachments to six units. Increase cost to 350 points.



Never Despair
If a detachment of the Marine player's army loses an assault, the Marine player can request a "final stand" attempt. Roll a D6, on 4+ treat the assault as a draw instead and proceed as per rules for drawn assaults. If the enemy wins in the refight, the Marine detachment is completely destroyed. If the Marine player does not request this option, his opponent can do so.


No mercy, no respite
Tactical and Assault stands gain +1 bonus to their CC for 25 pts per Tactical/Assault detachment. If combined with Blessed be the Warriors trait, No mercy no respite affects only Tactical stands.


Purity above all
If there is no Commander added to a Tactical detachment, one of the stands can be upgraded with an Apothecary for +25 pts.


Take the fight to them
Tactical Squads replace their Bolters with Bolt Pistols and Chainswords, effectively changing their CC to 3+ and FF to 5+. Note that they still retain missile launchers.


Scions of Mars
Remove the Captain option of Commander upgrade. All Techmarines gain Leader ability for +25 points and if there is no Commander of Venerable Dreadnought upgraded to Supreme Commander, one Techmarine can exchange his Leader ability for Supreme Commander ability for +50 points. Techmarine and Commander upgrades cannot be combined in the same detachment.
Terminator detachments cost 25 points less.

See, but dont be seen
Tactical stands gain Infiltrators ability for +50 points per detachment.


Suffer not the alien to live
All detachments gain Fearless ability if within 30 cm from any of ONE of the following armies' units/war engines/landed aircraft :
Eldar
Orks
Tyranids
Note that which of these it is must be written down on the roster BEFORE the Marine player is informed of the nature of the army he will face.


Suffer not the works of heretics
Tactical detachments can increase the AT value of their heavy weapons (Missile launchers or, if combined with Cleanse and Purify trait, the Plasma Guns) by 1 (ML's - 5+, PG's - 4+) for +75 points per detachment. Devastator and Veteran stands (assuming that "standard" veterans are used and not Veteran Assault or Veteran Bike units) receive the same effect, but for 25 pts per stand.


Trust your Battle-Brothers
Tactical stands that are equipped with Bolters gain 1 to their CC for +25 pts per detachment.

Cannot be combined with Take the fight to them trait.


Uphold the honor of the Emperor
Veteran squads (all types) gain an Invulnerable Save, but no longer receive the to-hit modifiers or cover saves for being in cover.


MAJOR DRAWBACKS

Aspire to Glory
0-1 Terminator detachment allowed.
0-1 Veteran detachment (of any type) allowed.
Dreadnought upgrade is limited to ONE dreadnought per upgrade max instead of two.


Eye to Eye
Only up to a total of one detachment from the following list may be present in the army at any given time:
Land Speeder
Bike
Scout Bike

May not be combined with Swift as the Wind trait.


Flesh over steel:
Only up to a total of one detachment from the following list may be present in the army at any given time:
Land Raiders
Predators
Vindicator
Whirlwind

Predator detachment cannot include any Predator Annihilators. No Land Raiders Crusaders are allowed.

Remove option of Land Raider and Vindicator upgrades.

Remove any reference to "plus transport" in the detachments that have this note.
Rhino APC's must now be purchased separately, costing 10 pts each. Same goes for Drop Pods.


MINOR DRAWBACKS

Death before dishonour
If a detachment of the Marine player's army loses an assault, the opponent can request to roll a D6, on 4+ treat the assault as a draw instead and proceed as per rules for drawn assaults. If the enemy wins in the refight, the Marine detachment is completely destroyed.

Cannot be combined with Never Despair trait.


Die standing
No Drop Pods allowed.


Faitful unto Death
All detachments other then Scout and Tactical cost +25 points.
If combined with Be Swift as the Wind, Bike detachments are unaffected.
If combined with Blessed be the Warriors, Assault detachments are unaffected.


Have faith in suspicion
Remove the Librarian option of the Commander upgrade.

No allies with psychic abilities allowed (eg, no Inquisitors, other Librarians etc)


Have pride in your colours
Any stands with Scouts and/or Infiltrators abilites lose them (no price change).

Cannot be combined with See, but dont be seen trait.


We stand alone
No allies of any sort allowed. 0-1 Titans allowed. No Warlord Titans allowed. No Imperial Navy allowed.



Now some examples of Chapters that can be represented using the Trait system:

Imperial Fists:
Trait: PIOUS: Suffer not the works of heretics
Drawback: Death before Dishonour

Raven Guard:
Traits: FIERCE: Blessed be the Warriors, No mercy no respite
Drawback: Flesh over steel

Salamanders:
Traits: SOMBRE: Cleanse and Purify, Never despair
Drawback: Eye to eye

White Scars
Traits: COURAGEOUS: Be swift as the wind, Trust your Battle Brothers
Drawback: Flesh over Steel

Crimson Fists
Traits: STERN: Suffer not the alien to live (ORKS)
Drawback: Faithful unto death

Iron Hands
Traits: WISE: Heed the wisdom of ancients, Scions of Mars
Drawback: Eye to Eye

Blood Ravens
Traits: COURAGEOUS: See, but don't be seen, Trust your battle brothers
Drawback: Flesh over steel


An example of creating a new Chapter using the Trait system:
First, decide the name and the colours. There was a great guide on that in White Dwarf #299, I strongly recommend you check it out if you have any problems. This helps define the basic outlines of the imaginery and is a founding for the future background to build upon.



Then think of what does the name and colours convey, how do you imagine a typical Marine of your Chapter. Think of what qualities does your Chapter emphasize the most.



You can think first of the traits you will use and then look around the trait groups, or do it straight the other way, first choosing the trait group and then select the advantages. Your choice, as long as you feel it's allright it is.



Now, the drawbacks. Think of what fits in with your Chapter's theme. What does not collide with the background you already have created, but also helps to further emphasize the unique qualities of your Chapter.



Finally, total it all up. Later try writing some more background on the Chapter, to help you indentify with their tactics and beliefs.


Be swift as the wind
All Bike/Scout Bike stands gain a Walker ability for +25 pts per detachment. Opens access to Veteran Bike units. (4-stand Bike detachment, each stand with Leader + Power Weapon and 275 pts cost)

Never Despair
If a detachment of the Marine player's army loses an assault, the Marine player can request a "final stand" attempt. Roll a D6, on 4+ treat the assault as a draw instead and proceed as per rules for drawn assaults. If the enemy wins in the refight, the Marine detachment is completely destroyed. If the Marine player does not request this option, his opponent can do so.

Aspire to Glory
0-1 Terminator detachment allowed.
0-1 Veteran detachment (of any type) allowed.
Dreadnought upgrade is limited to ONE dreadnought per upgrade max instead of two.

We stand alone
No allies of any sort allowed. 0-1 Titans allowed. No Warlord Titans allowed. No Imperial Navy allowed.

This makes the Bike detachments quite more useful, but cuts down on Terminators, Veterans and all Titans. Thunderhawks will have to do as my air support, and for dealing with enemy Titans. If I encounter more War Engines, I'll have to think tactiaclly "out of the box" to destroy them. Adding a Librarian to the Veteran Bike detachment and giving all the Librarians Vortex of Doom power should help a little, as should some Land Speeder detachments. See how the Traits I have selected begin to affect the tactics and army composition? I could go on and on explaining this further, but frankly this is not the time or place to go into such divagations.>

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 Post subject: Consolidated Squat Lists
PostPosted: Thu Dec 16, 2004 7:52 am 
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Just to assure you that somebody has, indeed, read this. The amount of material is quite large, however, and I'll have to muse this a bit more to see the (theoretical) impact on the game and form my opinion based on that. Overall it looks good if somewhat detailed (not that it is a bad tihing mind you, I like detail).

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 Post subject: Consolidated Squat Lists
PostPosted: Thu Dec 16, 2004 12:41 pm 
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Is this all your work?, it seems that in the first part you are commenting on somebody else's, in which case I tend to agree with your comments. The Traits are a very interesting idea and could basically be used to structure any chapter variant as you say, it would be interesting to playtest and see how much difference the combinations make.

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 Post subject: Consolidated Squat Lists
PostPosted: Thu Dec 16, 2004 1:47 pm 
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My work, but so far it was as much of a straight 40k=>EA translation as possible. The "comments" also mean thoughts and concepts on how this or that can be executed.

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 Post subject: Consolidated Squat Lists
PostPosted: Thu Dec 16, 2004 1:52 pm 
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Ahh, that clears that up. I wasn't sure.

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 Post subject: Consolidated Squat Lists
PostPosted: Thu Dec 16, 2004 9:02 pm 
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:cool: I have downloaded a copy to look through. But... sorry, I haven't had time to go through it yet.
Have been doing a lot of research on the "Wolves".

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 Post subject: Consolidated Squat Lists
PostPosted: Fri Dec 17, 2004 3:48 am 
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I agree - it seems good and I like detail too, but still thinking the details over

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 Post subject: Consolidated Squat Lists
PostPosted: Sat Dec 18, 2004 3:05 am 
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Overall I like the basic ideas, but the details...

Those I have to digest because we all know that is where we find the Devil, is in the details. :;):

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 Post subject: Consolidated Squat Lists
PostPosted: Mon Dec 20, 2004 8:50 am 
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Well, I tried to keep the reasonable balance between detail and playability...
If you know how to increase playability, tell me. ???

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 Post subject: Consolidated Squat Lists
PostPosted: Wed Jul 27, 2005 9:18 am 
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Thurgrims Stronghold

Background

When humans first began to explore the galaxy some of the earliest colonies were settled in the worlds toward the galactic core. At that time the mineral resources of these planets were a rich prize, and thousands of specially adapted mining spacecraft set off to harvest the vast wealth of these inner worlds.

The original settlerswere miners, and they dug their homes out of the rocky, cheerless, inhospitable landscape, creating self-contained communities out of the exhausted mines. To support themselves they built hydroponic 'fields' in the large caverns to grow nutricious algae which could be eaten or processed, and soon these communities become self-supporting.

Over the course of several thousand years the exposure to the high gravity, and harsh enviroments, of these worlds changed the humans living on them. They grew tougher, stronger, more resistant, shorter, and greater in gerth. These miners were already well on the way to developing their own cultural identity when th ewarp storms cut them off from the rest of humanity. The close proximity of the systems in the area of the galactic core allowed these mining communities to stay in contact with each other. So while the rest of humanity fell into chaos these miners banded together to form a loose confederacy, finishing a process already started, and causing the creation of an entirely new race known as Squats (Although they prefer to be called Dwarfs).

With earth, and other sources of technology denied them, the Squats were forced to develope their own alternative technologies using local materials and sources of energy. As they invented and re-invented machines to keep themselves alive, the Squats aquired a considerable amount of expertise. This gathering of knowldge lead to the creation of the Engineers Guild - a body of individualistic warriors whose technical expertise would provide future Squat society with all of it's equipment and arms.

It was also during this period of isolation that Squat society, as it is known today, was formed. Through Ork invasions, the ravages of Chaos incursions, and even internal fighting, the Squats enlarged and fortified their settlements into impregnable Holds. These Holds formed the basis of early Squat society with most planets having several, but rarely more than half a dozen. Over time these Holds merged together, either through blood lines by marriage or by alliance, until they fell under the banner of the strongest, richest, single hold and thus the Strongholds were born. These Strongholds continued to grow until whole planets, entire systems, and even a number of nearby systems, fell under the control of a single Stronghold. Through this period the Holds formed even closer ties in blood relationships, and vengance-rights, till the Stronghold itself became a single entity. However that would be as far as it would progress as there is no single recorded instance of a Stronghold ever merging, or taking by conquest, another Stronghold.

The Squat Strongholds have remained independant ever since and have fought wars with every known race in the galaxy. The Strongholds have even gone to war with each other, but these internal disputes are quickly brought to a halt by the invocation of the laws of the Ancestor Lords. In general the Squats prefer to remain as neutral as possible because they need to trade to aquire items not readily available on their own worlds, and with the vast raw materials they control it often isn't hard for them to find a buyer. In fact the Squats are considered to be the most shrewed traders in the known galaxy.

It is not uncommon for those Strongholds to band together, in times of great need, forming a league under the control of a Grand Warlord. While this Grand Warlord is only elected to lead the combined forces for the duration of the crisis, it is the ultimate accolade for a Squat warrior and is normally bestowed upon only the most honored and revered Warlord.

Squats are hard working, stubborn and very materialistic to the point that all of them continue to aquire riches and possesions throughtout their life, and then passing it on to their immediate family. Thus even the poorest members of Squat society have wealth that would equal that of a human lord of an entire planet in the Imperium! Squats also have an overriding obsessionwith honor and vengance, and they take great pride in paying debts, and keeping their word. A Squat will go to extremes to exact vengance, or to reclaim his honor, and their history is full of stories of lone warriors battleing to the death against impossible odds, and of others returning from apparent death, all for vengance and honor.

The Engineers Guild is a powerful part of Squat society, it's knowldge is legendary, and it's Guild Masters guard their many engineering secrets well, considering it too dangerous for anybody else to use. Much of the equipment produced by the Squats looks similar to equipment produced by the Adeptus Mechanicus. This is no surprise as both of them are using the same ancient STC templates as the bases for their constructs. However, the Techno-magi are re-discovering this ancient technology while the Squat Engineers are picking which equipment they want to build and improving on it. In general Squat produced equipment is tougher, more reliable, more effective, and more efficient then anything of the same type produced in the Imperium. So while both the Imperium and the Squats produce a Leviathan from the old STC the Squat version has more firepower, larger transport capacity, is tougher, and the Squats have moved beyond it to produce the Colossus, Cyclops, and even the famous Land Trains. After a few notable disasters, and a much larger number of smaller ones, the Adeptus Mechanicus has given up attempting to replicate Squat technology, and the Ingusition has declared ownership of it heresy.

Squat Special Rules

Army Strategy Rating: 3
Army Initiative Rating: 2+

Stubborn
Squats are stubborn and are hard to break in assaults, and will rally quicker then other troops to get back into the fight and the following two rules represent this.
(1) Squats roll 3D6 in the final assault roll off, picking the single highest number rolled.
(2) Squats roll 2D6 for rallies picking the highest single number rolled.

Land Train
A Land Train must form a connected chain with the Engine in front. As long as the train is able to maintain this chain the whole train has a speed of 15cm, and all of it's cars may combine their void shields. While the entire Land Train is treated as a single formation, and do combine their void shields, treating it as a single shield covering a single formation, they are still treated as individual war engines as far as the rules of Epic-A are concerned. If a car is immobilized through a critical hit it may be abandoned by the Land Train.

Hellfury Pulse
The Hellfury can only target, and hit, a single unit. However if it scores a hit roll D3 to see how many hits were scored on that single unit (the Pulse), and then D3 for each of those hits for the TKD3. So a Hellfury can score from 1 to 9 hits on a single unit, and all of them will be MWTKs. If the Hellfury hits Shields, Powerfields, Holofields roll D3 to determine how many shilds were downed, in the case of the Holofield, how many holofield saves need to be taken, and then only carry out TKD3 if any hits got through the shields to strike the target.

Tunnellers
Tunnellers are similar to Drop Pods in the way they are deployed, however they do have some very significant differences so we present the rules for them here in full.
(1) Write down the coordinates, on a piece of paper, where the tunneller will emerge from below ground and the turn it will arrive. If the tunneller is going to appear in the friendly half of the table it can be slated to arrive from turn two onwards. If it is slated to arrive in the enemy half of the table it can arrive anywhere from turn three onward. For example you could write 45cms up from my table edge and 60cms in from the right edge, again facing from my table edge on turn three. The opponent is not made aware of this location, nor of the turn of arrival.
(2) On the turn of arrival the tunneller model is placed within 15cms of the location designated in the coordinates written down for the tunneller (They do not scatter). This is done at the start of the turn before teleports would be placed down. The tunneller, and the units it is carrying, are then treated like a normal formation from that point on, the tunneller cannot go back underground.
(3) If the tunneller is a Hellbore then it may seperate from the formation it is carrying because it is a WE transport and not a part of the carried formation. Termites and Moles ARE part of the formation they transported as must remain in coherancy with that formation, just like any other normal unit.
(4) You cannot hide that you are deploying Tunnellers, and you cannot hide the units being carried by the tunnellers, from your opponent. In fact you must inform your opponent you are using tunnellers, and show them to the opponent.

Thurgrim's Stronghold Army List

Brotherhoods

Warrior Brotherhood (300pts)
1xLord, 11xWarrior
Upgrades: Warrior, Thunderer, Thunderfire, Thudd Gun, Tarantula, Tunneler, Spartan, Warlord, Living Ancestor

Bezerker Brotherhood (150pts)
8xBezerkers
Upgrades: Bezerkers, Tunnelers, Spartan

Grand Battery (250pts)
9xMole Mortars
Upgrades: Mole Mortar, Thudd Gun, Tarantula, Thunderfire, Thunderers

Supports (Up to two may be taken per Brotherhood in the Army)

Bikers Guild (200pts)
6xBikes
Upgrades: Bikes, Trikes, Guild Master

Hearthguard (300pts)
6xHearthguard
Upgrades: Tunnelers, Living Ancestor

Iron Eagle Squadron (300pts)
5xIron Eagle Gyrocopters (Skimmer)
Upgrades: none

Robot Cohort (200pts)
5xRobots
Upgrades: none

Super Heavy Tank Battery (450pts)
One WE chosen from the following list; Leviathan, Colossus, Cyclops
Upgrades: Living Ancestor, Iron Hawk (for Colossus only)

Thunderer Battery (250pts)
5xThunderers
Upgrades: Thunderer, Tunneller, Spartan

Thunderfire Battery (150pts)
3xThunderfire AA Guns
Upgrades: none

Gun Battery (150pts)
Any combination of six of the following units; Thudd Gun, Mole Mortar, Tarantula
Upgrades: none

Supports WE, no more than 1/3 of points may be spent on the following formations

Overlord Armored Airship Squadron
1-3 Overlord Armored Airships 200pts each
Upgrades: none

Goliath Mega-Cannon Battery (250pts)
2xGoliath Mega Cannons
Upgrades: Thunderfire

Land Train (350pts)
1xEngine and any 1xBattle Car
Upgrades: Living Ancestor, Up to 7xBattle Cars

Hellbore Battery (125pts)
1xHellbore Tunneller
Upgrades: none

Upgrades (max of one upgrade each per formation)
Upgrade/Core Units/Cost
0-1 Living Ancestor/1xLiving Ancestor Character/50pts
Warlord/1xWarlord Character/25pts
Guild Master/1xGuild Master Character/25pts
Bezerkers/4xBezerkers/100pts
Warriors/4xWarriors/100pts
Thunderers/1-3 Thunderers/50pts each
Bike/3xBikes/100pts
Trike/Convert any number of Bikes to Trikes/10pts each
Thunderfire/1-2 Thunderfires/50pts each
Thudd Gun/3xThudd Guns/50pts
Tarantula/3xTarantula/50pts
Mole Mortar/3xMole Mortars/50pts
Iron Hawk/1xIron Hawk Gyrocopter/50pts
0-2 Spartan Upgrades/1-8 Spartans/25pts each

Tunneller
Only as many of the following as it would take to transport the formation carried
Mole: 25pts each
Termite: 15pts each

Battle Cars Up to a maximum of seven of the following
0-3 Dragon Battle Car: 125pts
0-1 Bomb Battle Car: 125pts
0-2 Mortar Battle Car: 150pts
0-3 Bezerker Battle Car: 125pts
0-3 Thunder Battle Car: 150pts

Strongholds Unit Data

Warlord
A Squat Warlord is the head of a Squat Stronghold, a heriditary position, and he is traind from infancy to be a leader in both war and peace. On the battlefield he not only leads the focus of the Stronghold, but he also acts as a great source of inspiration to the Squats under his control, and to constently remind them of their duty to their ancestors.
Warlord (CH)
Speed:n/a Armor: n/a CC:n/a FF:n/a
Weapon/Range/Firepower
Power Axe/CC/CCMW +1 attacks
notes: commander, leader, invulnerable save

Living Ancestor
Squats typically live about three hundred years but a small percentage live longer. If a Squat survives to see his four hundredth birthday he can be expected to survive to the age of eight hundred, or more. This tiny percentage of Squats are treated with enormous respect and become known as Living Ancestors. These living Ancestors are venerated as tanible members of the group of ancient spirits that watch over the Squat race. It is their job to see that the Laws of the Ancestor Lords are followed, within Squat society, and not even the mightiest of Squat Warlords would ignore a Living Ancestor's invocation of that tome. Their long lives have filled these men with great wisdom and knowldge and on the battlefield they become a Warlords most respected and trusted advisors.
Living Ancestor (CH)
Speed:n/a Armor: n/a CC:n/a FF:n/a
Weapon/Range/Firepower
Power Axe/CC/CCMW +1 attacks
notes: supreme commander, inspiring, invulnerable save

Guild Master
The Engineers Guild is divided up into many different 'Lodges' each based in the area of one of the many Squat Strongholds. Each 'Lodge' is ruled over by the oldest and most respected engineer in the lodge, who is known as a Guild Master. While a single Stronghold may contain more then one 'Lodge', the engineers themselves have no direct loyalty to any Stronghold, instead their alligance remains to the Guild Lodge they belong to. This arrangement may seem awkward to outsiders, but it allows all the Strongholds to benifit from the knowldge and skills of the Guild Master, whose first loyalty, as layed out in the Laws of the Ancestor Lords, is to the Squat race as a whole. In battle the Guild Master dons ancient exo-armor, which has been passed down through the lodge over the centuries, and rides into combat on a heavily reinforced trike.
Guild Master (CH)
Speed:n/a Armor:n/a CC:n/a FF:n/a
Weapon/Range/Firepower
Power Axe/CC/CCMW +1 attacks
notes: commander, leader, invulnerable save

Lord
A Squat Lord is the head of a Squat Hold, also a hereditary position, and he is trained from infancy to be a leader in both war and peace. On the battlefield he not only leads the forces fo the Hold, but he also acts as a great source of inspiration to the Squats under his control, and to constently remind them of their duty to the Squat race.
Lord (Inf)
Speed:15cm Armor:5+ CC:4+ FF:5+
Weapons: Auto Cannon, Lasguns
Weapon/Range/Firepower
Auto Cannon/45cm/AP5+ AT6+
Lasguns/(15cm)/small arms
notes: Leader

Warriors
Warriors make up the bulk of the forces fielded by most Squat Strongholds, and are usually made up of younger members of a Holds war-brethren. These warriors are all drawn from the same Hold and are led by the Hold's Lord, or another noble if one is needed, and ar ecalled Brotherhoods because it's members are all related. Because they are all drawn from the same extended family orgainization of a Brotherhood can vary from one to the next, but they are still all roughly the same size. Squat Warriors wear tough, but light, Ithiel body armor, and are armed with gold inlayed Lasguns of Squat manufacture, and Missile Launcher heavy weapons for close support.
Warrior (Inf)
Speed:15cm Armor:5+ CC:5+ FF:5+
Weapon/Range/Firepower
Missile Launcher/45cm/AP5+ AT6+
Lasguns/(15cm)/small arms
notes: none

Bezerkers
Bezerker Brotherhoods are made up of th emost vicious close combat fighters in the Hold, and their equipment can vary from Bolt Pistols and Chainswords to simple Auto Guns and Power Axes. Bezerkers are experts at tunnel fighting, excel at clearing buildings, and are used to smash holes in fortified positions ahead of the Warrior Brotherhoods. While called Brotherhoods the Bezerkers are actually drawn from different families within in the Stronghold, thus it's members cross family lines, but they consider themselves an elite group and deserving of the classification of a Brotherhood.
Bezerkers (Inf)
Speed:15cm Armor:5+ CC:3+ FF:6+
Weapon/Range/Firepower
Bolt Pistol/(15cm)/small arms
Chain Axe/CC/assault weapon
notes: infiltrator

Thunderers
Thunderers are the most heavily armed units in a Squat Army, and it's members are all heardened veterans of many campaigns. Squat Thunderers are unique because, unlike most other known races, every Squat in a Thunderer squad carries a heavy weapon of some type. Thunderers are most often fielded as part of a Warrior Brotherhood, but it is not uncommon for a Warlord to converge them into a seperate battery to create strongpoints, or to lay down heavy supporting fires.
Thunderers (Inf)
Speed:15cm Armor:5+ CC:6+ FF:4+
Weapons:3xAuto Cannons
Weapon/Range/Firepower
Auto Cannon/45cm/AP5+ AT6+
notes: none

Hearthguard
The Hearthguard is made up of the warrior aristocracy of the Stronghold, those related to it's Lords and Warlord, and are often fielded as a bodyguard for an important individual, though not always. Their equipment can vary from lavishly decorated suits of exo-armor and combi-weapons inlaid with gold and precious stones, to archaic styled carapace armor with power assists and a wide variety of heavy weapons.
Hearthguard (Inf)
Speed:15cm Armor:4+ CC:3+ FF:4+
Weapon/Range/Firepower
Assault Cannon/30cm/AP5+ AT5+
Storm Bolter/(15cm)/small arms
Powerfist/CC/assault MW +1 attacks
notes: reinforced armor

Guild Bikes
Squats use bikes, and small trikes, for personal transportation through the tunnels of their Holds. It is not uncommon for a number of younger Squats to get attached to the idea of roaring around at high speed through the little used, or abandoned, tunnels. Most of these young Squats "grow out of it" and return to the more stolid mainstream of Squat society, but a small percentage of them never do. Those young Squats end up joining the Engineers Guild, as they are the only part of Squat society that accepts such childish behavior, and so the ranks of the Guild Lodges remain full. In battle the Guild gathers together their bikers and fields them in battle to provide the Warlord with a fast mobile strike force.
Guild Bike (Inf)
Speed:35cm Armor:4+ CC:4+ FF:5+
Weapon/Range/Firepower
Bolt Pistol/(15cm)/small arms
Chain Axe/CC/assault weapon
notes: mounted

Guild Trikes
While most Guild Engineers prefer to ride their bikes there is a small percentage that just cannot get enough thrills from a small bike. These engineers build large reinforced trikes that are capable of jumping higher, and pulling daredevil maneuvers that would rip a normal bike apart. In battle these engineers man combat trikes carrying a driver, and a gunner with a suitable heavy weapon, and then executing hit and run attacks with dash and stunning bravado.
Guild Trike (LV)
Speed:30cm Armor:4+ CC:5+ FF:4+
Weapon/Range/Firepower
Multi-melta/15cm/MW 5+ or small arms MW +1 attacks
notes: none
Robots
The technical expertise of the Engineers Guild enables the Squats to maintain a substantial force of robots for carrying out dangerous tasks in their mines, and for war. Robots are somewhat limited, because they rely on a program to tell them what to do, however they are stronger then ordinary troops, better armed, and totally fearless. As all the Squats in a Stronghold Army are either directly, or indirectly, related most Warlords are hesitant to send their forces on dangerous, but vital, missions. The Lords themselves would refuse to allow the Brotherhoods to be used in a way that wouldn't, to a Squat, be honorable or bring them glory in battle. As most of these missions don't require anything more complex then standing and shooting, or advancing in a straight line, the Squats prefer to send their robots to carry out the mission, rather then a close relative.
Robots (Inf)
Speed:10cm Armor:4+ CC:5+ FF:5+
Weapon/Range/Firepower
Auto Cannon/45cm/AP5+ AT6+
Powerfist/CC/assault MW +1 attacks
notes: walker, fearless, scout

Tarantula
The Tarantula is the Squat light anti-tank gun mounting a dual purpose high intensity laser, that is also capable of dispersed fire for engaging enemy infantry targets. On the battlefield the Tarantula is used to cover an advance, or to help the Brotherhoods break up an armored assault.
Tarantula (Inf)
Speed:10cm Armor:6+ CC:6+ FF:5+
Weapon/Range/Firepower
Tarantula/45cm/AP6+ AT4+
notes: mounted

Thudd Gun
The Thudd Gun is a light artillery piece which fires small explosive shells from it's multiple barrels. The weapon is clip fed, and even though the shells are barely larger then a hand grenade, the sheer volume of fire they can produce is often enough to shatter enemy infantry attacks. In battle the Thudd Gun is most often fielded as a direct support weapon in a Brotherhood.
Thudd Gun (Inf)
Speed:10cm Armor:6+ CC:6+ FF:5+
Weapon/Range/Firepower
Thudd Gun/45cm/AP4+ AT6+
notes:mounted

Mole Mortar
The Mole Mortar fires a subturranean shell called a tunnel torpedo that travels rapidly underground before burrowing to the surface to explode under it's target. The explosive force of these torpedoes is less then a convential warhead of the same size, because space is taken up by the systems needed for it to be able to move underground. While soldiers can hear conventional rounds coming in, they have no idea that tunnel torpedoes are closing on their position until they start to explode under their very feet. The Squats prefer to magnify the effects this has on the enemy by massing their available Mole Mortars together into a Grand Battery which can saturate enemy positions, but they have also been known to to field them in smaller batteries for local direct support.
Mole Mortar (Inf)
Speed:10cm Armor:6+ CC:6+ FF:6+
Weapon/Range/Firepower
Mole Mortar/45cm/1BP IDF
notes:mounted

Thunderfire
The Thunderfire AA Gun was developed after the Overlord Armored Airship was converted for battle use, and provides the army with more localizes AA protection against any aircraft that may have gotten passed the Overlords, or for areas where Overlords are not available. Inexperienced pilots have found the entire idea of a two tier AA defense laughable, and even a number of experienced pilots have scoffed at the concept, however only the pilots that have survived an encounter with it know how truely effective the Squat AA system really is.
Thunderfire (Inf)
Speed:10cm Armor:6+ CC:6+ FF:5+
Weapon/Range/Firepower
Thunderfire/60cm/2xAP6+ AT5+ AA5+
notes: mounted

Spartan Troop Carrier
The Spartan is based on the same STC as the Space Marine Rhino and it closely resembles the Adeptus Astartes Razorback. However the Spartan has much better armor, almost the same speed, is armed with a turreted heavy stubber, and is capable of carrying ten warriors internally. While Razorbacks rarely carrier their troops into areas swept by enemy fire the Spartan is designed to carry its deadly cargo through enemy fire and unload those forces straight into the enemy positions. While the Spartan is an excellant battlefield transport it is of limited use on the planets controlled by the Squat Strongholds so it has never been produced in great numbers.
Spartan (AV)
Speed:25cm Armor:4+ CC:6+ FF:6+
Weapons:Storm Bolter
Weapon/Range/Firepower
Heavy Stubber/30cm/AP5+
notes: transport (2) Warrior, Bezerkers, Thunderers

Iron Eagle Gyrocopter
Iron Eagle Gyrocopters are armored flying machines used to mount high speed attacks on enemy forces, While they may look like aircraft but they are actually incapable of carrying out high speed maneuvers, or reaching even mach one. So they are more akin to the Adeptus Astartes Land Speeders then they are to any kind of aircraft. Iron Eagle Squadrons operate in a very loose formation using terrain to cover their approach, and then sprining on the enemy from multiple diresctions, all at the same time.
Iron Eagle Gyrocopter (LV)
Speed:35cm Armor:4+ CC:6+ FF:5+
Weapon/Range/Firepower
Battlecannon/75cm/AP4+ AT4+
2xAutocannon/45cm/AP5+ AT6+
notes:skimmer, scout

Iron Hawk Gyrocopter
The Iron Hawk was developed by the Engineers Guild to increase the combat flexibility of the Colossus super heavy tank. The Iron Hawk is basically an Iron Eagle that has had it's battle cannon replaced by a complex sensor array and targeting system. On the battlefield the Iron Hawk seeks out targets, for the Colossus it is linked to, so it can engage the enemy with it's deadly Dooms Day Cannon and it's Missiles.
Ironhawk Gyrocopter (LV)
Speed:35cm Armor:4+ CC6+ FF:5+
Weapon/Range/Firepower
Auto Gun/30cm/AP4+ AT6+
notes: skimmer, scout, may spot for Colossus

Tunnellers
The Squats are the galaxy's best miners and it is no surprise that they have developed the finest equipment known for carving out huge caverns, and for moving quickly underground. While both the Adeptus Mechanicus and the Engineers Guild have the same STC for producing these tunnellers the Imperial versions are slow, weak, and are of very limited combat value. However the Squat versions are fully capable assault vehicles, both underground and on the surface, and they use tunnellers in large numbers for overcoming both surface defenses, and for investing subterranian Strongholds. A massed attack involving the use of over six hundred tunnellers was the decisive factor in breaking the siege of Marbach, a feat that the Imperium could never duplicate with their machines.
Termite (AV)
Speed:15cm Armor:5+ CC:6+ FF:5+
Weapon/Range/Firepower
RD2D/(15cm)/small arms
notes: tunneler, reinforced armor, transport (2) Warrior, Bezerkers, Thunderers or 1xHearthguard

Mole (AV)
Speed:15cm Armor:4+ CC:6+ FF:5+
Weapon/Range/Firepower
RD2D/(15cm)/small arms +1 attacks
notes:tunneler, reinforced armor, transport (4) Warrior, Bezerkers, Thunderers or 1xHearthguard per 2pts of capacity

Hellbore (WE)
speed:15cm Armor:4+ CC:6+ FF:5+
Weapon/Range/Firepower
RD2D/(15cm)/small arms
notes:DC-3, tunneler, reinforced armor, thick rear armor, transport (16) Warrior, Bezerkers, Thunderers or 1xHearthguard per 2pts of capacity.
Critical: -1 extra DC

Goliath Mega-Cannon
Goliath Mega-Cannons are huge mobile artillery pieces, of the titan class, which fire shells weighing several tons. A single shell can blast apart the strongest fortification like matchsticks, and can even shatter a super-heavy tank. The Squats use batteries of Goliaths when they encounter a well dug in enemy, or when they want to pound a hostile city into rubble. These giant machines are also used to pummel an enemy so the Brotherhoods can slice their way quickly through the weakened enemy.
Goliath Mega-Cannon (WE)
Speed:5cm Armor:5+ CC:6+ FF:6+
Weapon/Range/Firepower
Mega-Cannon/30-90cm/3+D6BP MW slow firing IDF
notes: DC-3, reinforced armor
Critical: Destroyed

Super Heavy Tanks
From the ancient STCs the Squats built huge vehicles the size of city blocks to operate as mobile mining platforms. These monster machines move across the surface of a planet till they discover a rich load of ore, halt, and then begin mining. Both the Imperium and the Squats have turned these gigantic body shells into combat vehicles, though the Squats consider the Imperial versions to be poorly built, and deployed as command centers, a waste of a perfectly good combat vehicle. The first of these is the Squat Leviathan, which they use as a super heavy assault vehicle to smash through heavily defended areas. The Adeptus Mechanicus also produces a version of the Leviathan, but it has a smaller transport capacity, has less overall firepower, is not as heavily constructed inside, and because of this it is relegated to being an Imperial Command Center. The second version is the Colossus which is used by the Squats as a weapons platform for providing close support to the Squat Brotherhoods. The last of these mighty machines is the Cyclops, which mounts the highly destructive Hellfury Cannon, and is used by the Squats as pure Titan Killer.
Leviathan (WE)
Speed:15cm Armor:4+ CC:3+ FF:3+
Weapon/Range/Firepower
D'Day Cannon/120cm/3BP MW (FF)
Thunderfire/60cm/2xAP6+ AT5+ AA5+
3xTwin Auto Guns/30cm/AP3+ AT5+ (F/LS)
3xTwin Auto Guns/30cm/AP3+ AT5+ (F/RS)
4xStorm Bolters/(15cm)/small arms +1 FF attack each
notes: DC-6, reinforced armor, thick rear armor, fearless, transport (16) Warrior, Bezerkers, Thunderers (1xHearthguard takes 2 slots from the above troops)
Critical: D3 units being carried are hit

Colossus (WE)
Speed:15cm Armor:4+ CC:3+ FF:3+
Weapon/Range/Firepower
D'Day Cannon/120cm/3BP MW (FF)
4xBattlecannons/75cm/AP4+ AT4+ (F/LS)
4xBattlecannons/75cm/AP4+ AT4+ (F/RS)
Thunderer/30cm/AP3+ AT4+ ignore cover
Plasma Missiles/60cm/2xBPMW
notes:DC-6, reinforced armor, thick rear armor, fearless
Critical: -1 extra DC

Cyclops (WE)
Speed:15cm Armor:4+ CC:3+ FF:3+
Weapon/Range/Firepower
Hellfury Cannon/90cm/ MW2+ TKD3 Pulse D3(FF)
2xBattlecannons/75cm/AP4+ AT4+
2xMelta Cannons/30cm/MW4+ or FFMW+1 attacks (F/LS)
2xMelta Cannons/30cm/MW4+ or FFMW+1 attacks (F/RS)
Doomstorm Missiles/60cm/2xBPMW
notes:DC-6, reinforced armor, thick rear armor, fearless
Critical: -1 extra DC

Overlord Armored Airship
The Engineers Guild first developed these giant airships to harvest the liguid metals within the gas giant planets. It didn't take long for the engineers to realize the possible military potential of these airships, and now every Stronghold fields a number of Overlord Squadrons. As Squats don't field any real aircraft, because of the turbulent atmospheres of their homeworlds, they have turned their Overlords into air space control ships. In battle the Overlords float above the army using their massed AA batteries to clear the air of enemy flyers, while using their bombs to support the troops on the ground.
Overlord Armored Airship (WE)
Speed:15cm Armor:4+ CC:6+ FF:4+
Weapon/Range/Firepower
Battlecannon/75cm/AP4+ AT4+ (FF)
2xAutocannon/45cm/AP5+ AT6+ AA5+ (LS)
2xAutocannon/45cm/AP5+ AT6+ AA5+ (RS)
Melta Bombs/15cm/3BP
notes: DC-3, reinforced armor, thick rear armor, fearless, skimmer
Critical: Airship crashes to the ground roll a scatter dice and 2D6 for distance, any units under the ship are hit and make normal armor saves.

Land Train
Squat Land Trains started out as transport to move food, equipment and raw materials througth the harsh enviroments of their homeworlds. During the Ork invasion of Imbach's Stronghold the Engineers Guild of the Azul Karon Lodge hastily converted their Land Trains into armed fighting machines. To this day the heroic exploits of those three Land Trains, Pride of Imbach, Lord Uri's Honor, and Grunhag's Bane, are celebrated in epic sagas throughtout the Squat Homeworlds. From that day forth the Squats have used Land Trains as weapons of war, though difficulty in construction and maintinance of these giant machines prevents any single Stronghold from being able to field more than a handful of them.
Land Train Engine (WE)
Speed:15cm Armor:4+ CC:4+ FF:4+
Weapon/Range/Firepower
D'Day Cannon/120cm/3BP MW (FF)
2xBattlecannon/75cm/AP4+ AT4+ (F/RS)
2xBattlecannon/75cm/AP4+ AT4+ (F/LS)
notes:DC-3, 1x void shields, reinforced armor, thick rear armor, fearless
Critical: -1 extra DC

Mortar Battle Car (WE)
Speed:10cm Armor:4+ CC:4+ FF:5+
Weapon/Range/Firepower
Siege Mortar/45cm/4xBP ignore cover
notes:DC-2, 1x void shield, reinforced armor, thick rear armor, fearless
Critical: Immobilized

Dragon Battle Car (WE)
Speed:10cm Armor:4+ CC:4+ FF:3+
Weapon/Range/Firepower
Firethrower/30cm/3xAP3+ AT4+ ignore cover
notes:DC-2, 1x void shield, reinforced armor, thick rear armor, fearless
Critical: Immobilized

Bomb Batle Car (WE)
Speed:10cm Armor:4+ CC:4+ FF:5+
Weapon/Range/Firepower
Rad Bomb/UL/MW2+ TKD3 one shot small BP template
Bolters/(15cm)/small arms first strike
notes:DC-2, 1x void shield, reinforced armor, thick rear armor, fearless
Critical: Immobilized

Bezerker Battle Car (WE)
Speed:10cm Armor:4+ CC:4+ FF:4+
Weapon/Range/Firepower
Battle Cannon/75cm/AP4+ AT4+
2xTwin Auto Gun/30cm/AP3+ AT5+
notes:DC-2, 1x void shield, reinforced armor, thick rear armor, fearless, transport (8) Bezerkers

Thunder Battle Car (WE)
Speed:10cm Armor:4+ CC4+ FF:3+
Weapon/Range/Firepower
Thunderfire/60cm/2xAP6+ AT5+ AA5+
4xTwin Auto Gun/30cm/AP3+ AT5+
notes: DC-2, 1xvoid shield, reinforced armor, thick rear armor, fearless
Critical: Immobilized

==============================================

Khazak's Stronghold

Background
Khazak?s Stronghold

At one time Khazak?s Stronghold was the single largest Stronghold in the Squat Confederacy, but it?s location on the fringes, near Ork controlled space, insured that this wasn?t going to remain so for very long. Long, long ago, when Khazak?s Stronghold was at the pinnacle of it?s size and wealth, Waaagh Grizback swept into it?s domains. None had for seen the Waaaghs coming, so when it struck the warriors of Khazak?s Stronghold were forced to stand alone against the massive Ork invasion as the Confederacy gathered it?s forces. Despite their bravery Khazak?s warriors were forced off of one system after another.

Just as it seemed that Khazak?s Stronghold itself was destined to perish under the weight of the Waaagh before help could arrive, Lord Ephadiaus Grudge Bearer declared that he would retreat no further. As the Squats abandoned the rocky planet of Greaka Lord Ephadiaus, and the 3,000 warriors of his hand picked bodyguard 9Known in Squat lore as ?The Spartans?, itself  said to have come from some lost ancient text),  hunkered down to await the Orks in the Hold of Ghermopolay. Soon Ork attack, after Ork attack, slammed against the Hold, and each time the green tide rolled back leaving hundreds of dead behind.

Disturbed by his commanders inability to subdue Ghermopolay Warlord Grizback himself came to Greaka, but his plans faired no better, and all of them ended in a bloody repulse. Angered by his own failures, and realizing that his authority was quickly fading, Warlord Grizback started pulling more of his forces off other fronts and bringing them to Greaka. He was determined to overwhelm Ghermopolay?s defenders through sheer numbers, and still Lord Ephadiaus and his 3,000 Spartans held. Soon entire offensives were being called off, their forces diverted to Greaka, this was all the breathing space the Confederacy needed and soon they were hammering the Orks back on all fronts. Still Warlord Grizback pulled more forces to Greaka, and accepting the lost ground so he could have his vengeance upon Lord Ephadiaus.

Too soon all communication with Ghermopolay?s defenders was lost, with the final message sent, ?Go tell the Confederacy the 3,000 Spartans are still holding their ground.? Despite their best efforts it wasn?t until near the end of the war that Greaka was retaken and the fate of Lord Ephadiaus Grudge Bearer and his 3,000 Spartans was discovered.

Entering the Hold of Ghermopolay the liberators were forced to push their way through passages clogged with Ork bodies, yet not a single body found was that of a Spartan. In galleries the Ork dead were piled like a wall before stone defenses, and then littered the floor beyond it, still no single body that lay upon the floor was that of a Spartan. In great halls stood fortified walls with corpses piled up to the top, and then spilling over beyond it like a great wave smashing against a sea wall, spilling over the top, and then frozen in time. Yet again no Spartan lay among the dead. Then in the Holds great hall they found a fortified mound surrounded by thousands of Ork bodies, and atop it lay Lord Ephadiaus Grudge Bearer and his 3,000 Spartans. Next to Lord Ephadiaus?s corpse lay his Book of Grudges, it?s last entry, made less then a week before the Confederacy launched it?s attack on Greaka, stated, ?We stood as we fell, never yielding a fellow warrior, nor the ground that we held, to the foe.? (It is in honor of Lord Ephadiaus and his 3,000 Spartans, that the Squats named their APC, but Khazak?s Warriors prefer to revere their honored hero through their actions, rather then with a painted box of steel.)

The Confederacy?s counter-offensive petered out soon after Greaka was retaken leaving over half of Khazak?s Stronghold former domain in Ork hands, along with over 80% of the heavy workshops and factories. This has forced them to depend more on the much smaller vehicles mass produced in their smaller workshops and factories, then on the larger vehicles they can only produce in very limited numbers at the few heavy workshops they have left. Over time they have been able to rebuild some of this lost capacity, but the output is still far below the numbers needed for the Stronghold. However, with typical Squat skill and ingenuity, the smaller vehicles they produce more then make up for the lost large vehicle capacity.

The same holds true for the Stronghold?s Army, which does field a limited number of super heavy vehicles, but by in large depends on it?s Striker Tanks, and Gorgon APCs to make up the difference. Most Squats scoff at the idea of using such vehicles in war, and feel that Khazak?s Stronghold would be better served making up the shortfall by buying what they needed from another Stronghold. All Squats have long memories, and it is said that those of Khazak?s Stronghold are a bit longer because of the ravages of Waaagh Grizback, and their reply is based upon their experiences in that war. ?As the 3,000 Spartans we stand as we are, with what we have, and always as one.?

Squat Special Rules

Army Strategy Rating: 3
Army Initiative Rating: 2+

Stubborn
Squats are stubborn and are hard to break in assaults, and will rally quicker then other troops to get back into the fight and the following two rules represent this.
(1) Squats roll 3D6 in the final assault roll off, picking the single highest number rolled.
(2) Squats roll 2D6 for rallies picking the highest single number rolled.

Land Train
A Land Train must form a connected chain with the Engine in front. As long as the train is able to maintain this chain the whole train has a speed of 15cm, and all of it's cars may combine their void shields. While the entire Land Train is treated as a single formation, and do combine their void shields, treating it as a single shield covering a single formation, they are still treated as individual war engines as far as the rules of Epic-A are concerned. If a car is immobilized through a critical hit it may be abandoned by the Land Train.

Hellfury Pulse
The Hellfury can only target, and hit, a single unit. However if it scores a hit roll D3 to see how many hits were scored on that single unit (the Pulse), and then D3 for each of those hits for the TKD3. So a Hellfury can score from 1 to 9 hits on a single unit, and all of them will be MWTKs. If the Hellfury hits Shields, Powerfields, Holofields roll D3 to determine how many shilds were downed, in the case of the Holofield, how many holofield saves need to be taken, and then only carry out TKD3 if any hits got through the shields to strike the target.

Tunnellers
Tunnellers are similar to Drop Pods in the way they are deployed, however they do have some very significant differences so we present the rules for them here in full.
(1) Write down the coordinates, on a piece of paper, where the tunneller will emerge from below ground and the turn it will arrive. If the tunneller is going to appear in the friendly half of the table it can be slated to arrive from turn two onwards. If it is slated to arrive in the enemy half of the table it can arrive anywhere from turn three onward. For example you could write 45cms up from my table edge and 60cms in from the right edge, again facing from my table edge on turn three. The opponent is not made aware of this location, nor of the turn of arrival.
(2) On the turn of arrival the tunneller model is placed within 15cms of the location designated in the coordinates written down for the tunneller (They do not scatter). This is done at the start of the turn before teleports would be placed down. The tunneller, and the units it is carrying, are then treated like a normal formation from that point on, the tunneller cannot go back underground.
(3) If the tunneller is a Hellbore then it may seperate from the formation it is carrying because it is a WE transport and not a part of the carried formation. Termites and Moles ARE part of the formation they transported as must remain in coherancy with that formation, just like any other normal unit.
(4) You cannot hide that you are deploying Tunnellers, and you cannot hide the units being carried by the tunnellers, from your opponent. In fact you must inform your opponent you are using tunnellers, and show them to the opponent.

Khazak's Stronghold Army List

Brotherhoods

Warrior Brotherhood (300pts)
1xLord, 11xWarrior
Upgrades: Warrior, Thunderer, Thunderfire, Thudd Gun, Tarantula, Striker, Gorgon, Warlord, Living Ancestor

Bezerker Brotherhood (150pts)
8xBezerkers
Upgrades: Bezerkers, Gorgon

Striker Battery (400pts)
6xStrikers
Upgrades: Striker, Warrior, Thunderer

Supports (Up to two may be taken per Brotherhood in the Army)

Bikers Guild (200pts)
6xBikes
Upgrades: Bikes, Trikes, Guild Master

Hearthguard (300pts)
6xHearthguard
Upgrades: Gorgon, Living Ancestor

Iron Eagle Squadron (300pts)
5xIron Eagle Gyrocopters (Skimmer)
Upgrades: none

Robot Cohort (200pts)
5xRobots
Upgrades: none

Thunderer Battery (200pts)
4xThunderers
Upgrades: Thunderer, Gorgon

Thunderfire Battery (150pts)
3xThunderfire AA Guns
Upgrades: none

Gun Battery (150pts)
Any combination of six of the following units; Thudd Gun, Mole Mortar, Tarantula
Upgrades: Gorgon

Supports WE, no more than 1/3 of points may be spent on the following formations

0-2 Super Heavy Tank Battery (No more then one of each type) (450pts)
One WE chosen from the following list; Leviathan, Colossus, Cyclops
Upgrades: Living Ancestor, Iron Hawk (for Colossus only)

0-1 Overlord Armored Airship Squadron
1-3 Overlord Armored Airships 200pts each
Upgrades: none

0-1 Goliath Mega-Cannon Battery (250pts)
2xGoliath Mega Cannons
Upgrades: Thunderfire

0-1 Land Train (350pts)
1xEngine and any 1xBattle Car
Upgrades: Living Ancestor, Up to 7xBattle Cars

0-2 Hellbore Battery (125pts)
1xHellbore Tunneller
Upgrades: none

Upgrades (max of one upgrade each per formation)
Upgrade/Core Units/Cost
0-1 Living Ancestor/1xLiving Ancestor Character/50pts
Warlord/1xWarlord Character/25pts
Guild Master/1xGuild Master Character/25pts
Bezerkers/4xBezerkers/100pts w/1xGorgon +50pts
Warriors/4xWarriors/100pts w/1xGorgon +50pts
Thunderers/2xThunderers/100pts w/Gorgon +50pts
Bike/3xBikes/100pts
Trike/Convert any number of Bikes to Trikes/10pts each
Thunderfire/1-2 Thunderfires/50pts each
Thudd Gun/3xThudd Guns/50pts
Tarantula/3xTarantula/50pts
Mole Mortar/3xMole Mortars/50pts
Iron Hawk/1xIron Hawk Gyrocopter/50pts
Gorgon Upgrades/As many as needed to carry formation no more, no less/50pts each
Striker Squadron/2xStrikers/150pts

Battle Cars Up to a maximum of seven of the following
0-2 Dragon Battle Car: 125pts
0-1 Bomb Battle Car: 125pts
0-1 Mortar Battle Car: 150pts
0-2 Bezerker Battle Car: 125pts
0-2 Thunder Battle Car: 150pts

New Unit Data

Striker (AV)
Speed:20cm Armor: 4+ CC:6+ FF:4+
Weapon/Range/Firepower
Twin Linked Autogun/30cm/AP3+ AT5+
2xThunder Cannons/45cm/AP5+ AT6+
notes: Reinforced Armor

Gorgon (AV)
Speed:20cm Armor:4+ CC:5+ FF:4+
Weapon/Range/Firepower
Fire Thrower/30cm/AP3+ AT4+ Ignore Cover
Fury Mortars/15cm/1xBP Disrupt
notes: Reinforced Armor, Thick Rear Armor, Walker
Transport (4xWarrior, Bezerker, Thunderer or 2xHearthguard, Tarantula, Mole Mortar, Thudd Gun)

The new Striker and Gorgon are really what need to be tested heavily.

==============================================

Gharmull's Stronghold

Background
(Still being written hope to have it up in a few days)

Squat Special Rules

Army Strategy Rating: 3
Army Initiative Rating: 2+

Stubborn
Squats are stubborn and are hard to break in assaults, and will rally quicker then other troops to get back into the fight and the following two rules represent this.
(1) Squats roll 3D6 in the final assault roll off, picking the single highest number rolled.
(2) Squats roll 2D6 for rallies picking the highest single number rolled.

Land Train
A Land Train must form a connected chain with the Engine in front. As long as the train is able to maintain this chain the whole train has a speed of 15cm, and all of it's cars may combine their void shields. While the entire Land Train is treated as a single formation, and do combine their void shields, treating it as a single shield covering a single formation, they are still treated as individual war engines as far as the rules of Epic-A are concerned. If a car is immobilized through a critical hit it may be abandoned by the Land Train.

Hellfury Pulse
The Hellfury can only target, and hit, a single unit. However if it scores a hit roll D3 to see how many hits were scored on that single unit (the Pulse), and then D3 for each of those hits for the TKD3. So a Hellfury can score from 1 to 9 hits on a single unit, and all of them will be MWTKs. If the Hellfury hits Shields, Powerfields, Holofields roll D3 to determine how many shilds were downed, in the case of the Holofield, how many holofield saves need to be taken, and then only carry out TKD3 if any hits got through the shields to strike the target.

Tunnellers
Tunnellers are similar to Drop Pods in the way they are deployed, however they do have some very significant differences so we present the rules for them here in full.
(1) Write down the coordinates, on a piece of paper, where the tunneller will emerge from below ground and the turn it will arrive. If the tunneller is going to appear in the friendly half of the table it can be slated to arrive from turn two onwards. If it is slated to arrive in the enemy half of the table it can arrive anywhere from turn three onward. For example you could write 45cms up from my table edge and 60cms in from the right edge, again facing from my table edge on turn three. The opponent is not made aware of this location, nor of the turn of arrival.
(2) On the turn of arrival the tunneller model is placed within 15cms of the location designated in the coordinates written down for the tunneller (They do not scatter). This is done at the start of the turn before teleports would be placed down. The tunneller, and the units it is carrying, are then treated like a normal formation from that point on, the tunneller cannot go back underground.
(3) If the tunneller is a Hellbore then it may seperate from the formation it is carrying because it is a WE transport and not a part of the carried formation. Termites and Moles ARE part of the formation they transported as must remain in coherancy with that formation, just like any other normal unit.
(4) You cannot hide that you are deploying Tunnellers, and you cannot hide the units being carried by the tunnellers, from your opponent. In fact you must inform your opponent you are using tunnellers, and show them to the opponent.

Gharmul's Stronghold Army List

Brotherhoods

Grand Bikers Guild (300pts)
1xGuild Lord, 8xBikes
Upgrades: Bikes, Trikes, Guild Master, Guild Baron

Trike Squadron (250pts)
6xTrikes
Upgrades: Bikes, Trikes, Guild Master

Warrior Brotherhood (200pts)
1xLord, 7xWarrior
Upgrades: Warrior, Thunderer, Thunderfire, Thudd Gun, Tarantula, Spartan, Warlord, Living Ancestor

Bezerker Brotherhood (150pts)
8xBezerkers
Upgrades: Bezerkers, Gorgon

Supports (Up to two may be taken per Brotherhood in the Army)

Bezerker Brotherhood (125pts)
6xBezerkers
Upgrades: Bezerkers, Spartan

Hearthguard (200pts)
4xHearthguard
Upgrades: Living Ancestor

Iron Eagle Squadron (300pts)
5xIron Eagle Gyrocopters (Skimmer)
Upgrades: none

Robot Cohort (200pts)
5xRobots
Upgrades: none

Thunderer Battery (200pts)
4xThunderers
Upgrades: Thunderer, Spartan

Thunderfire Battery (150pts)
3xThunderfire AA Guns
Upgrades: none

Gun Battery (150pts)
Any combination of six of the following units; Thudd Gun, Mole Mortar, Tarantula
Upgrades: none

Supports WE, no more than 1/3 of points may be spent on the following formations

Super Heavy Tank Battery (No more then one of each type) (450pts)
One WE chosen from the following list; Leviathan, Colossus, Cyclops
Upgrades: Living Ancestor, Iron Hawk (for Colossus only)

Overlord Armored Airship Squadron
1-3 Overlord Armored Airships 200pts each
Upgrades: none

Goliath Mega-Cannon Battery (250pts)
2xGoliath Mega Cannons
Upgrades: Thunderfire

Land Train (350pts)
1xEngine and any 1xBattle Car
Upgrades: Living Ancestor, Up to 7xBattle Cars

Hellbore Battery (125pts)
1xHellbore Tunneller
Upgrades: none

Upgrades (max of one upgrade each per formation)
Upgrade/Core Units/Cost
0-1 Living Ancestor/1xLiving Ancestor Character/50pts
Warlord/1xWarlord Character/25pts
Guild Master/1xGuild Master Character/25pts
Bezerkers/4xBezerkers/100pts
Warriors/4xWarriors/100pts
Thunderers/1-3xThunderers/50pts each
Bike/3xBikes/100pts
Trike/Convert any number of Bikes to Trikes/10pts each
Thunderfire/1-2 Thunderfires/50pts each
Thudd Gun/3xThudd Guns/50pts
Tarantula/3xTarantula/50pts
Mole Mortar/3xMole Mortars/50pts
Iron Hawk/1xIron Hawk Gyrocopter/50pts
0-2 Spartan Upgrades/1-8 Spartans/25pts each
Guild Baron/Upgrade any number of Bikes to Guild Baron +10pts each

Battle Cars Up to a maximum of seven of the following
0-2 Dragon Battle Car: 125pts
0-1 Bomb Battle Car: 125pts
0-1 Mortar Battle Car: 150pts
0-2 Bezerker Battle Car: 125pts
0-2 Thunder Battle Car: 150pts

New Unit Data

Guild Lord (Inf)
Speed:35cm Armor: 4+ CC:3+ FF:5+
Weapon/Range/Firepower
Bolt Pistol/(15cm)/small arms
Power Axe/CC/CCMW+1attacks
notes: Mounted, Leader, Commander, Invulnerable Save

Guild Baron (Inf)
Speed:35cm Armor: 4+ CC:3+ FF:5+
Weapon/Range/Firepower
Bolt Pistol/(15cm)/small arms
Axe/CC/CC +1 attacks
notes: Mounted, Invulnerable Save

Jaldon and Friends





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 Post subject: Consolidated Squat Lists
PostPosted: Wed Jul 27, 2005 12:07 pm 
Brood Brother
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Joined: Sat Jul 23, 2005 6:14 pm
Posts: 390
Sorry to go a bit OT here but...

Having tried to follow the 'Squat list and discussion in one post' on the old forum is it worth giving the Squat list equal status with the other playtest armies on these boards?  (Just don't put it next to the Tyranids!)

Just a thought...

Orde

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 Post subject: Consolidated Squat Lists
PostPosted: Wed Jul 27, 2005 2:59 pm 
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Quote (colonel_sponsz @ 27 2005 July,12:07)
Sorry to go a bit OT here but...

Having tried to follow the 'Squat list and discussion in one post' on the old forum is it worth giving the Squat list equal status with the other playtest armies on these boards? ?(Just don't put it next to the Tyranids!)

Just a thought...

Orde

Of course it's worth it!  :p  :D You need to ask?  ???  Mind you, I might be a little biased... }:)

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 Post subject: Consolidated Squat Lists
PostPosted: Thu Jul 28, 2005 3:32 am 
Swarm Tyrant
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Posts: 9206
Location: Singapore
I am a little reluctant to give the Squat list its own board. It opens the door to having a new board for every list, from Feral Orks to Siege Masters. However, I have pinned this thread. I suggest that we clse this thread, and start a second one for discussion of the list seperately. How does that sound?

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 Post subject: Consolidated Squat Lists
PostPosted: Thu Jul 28, 2005 9:15 am 
Brood Brother
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Heck it took me fifteen minutes to find it, I never expected it to get pinned at the top of the forum :D

Lock it, and I'll start a discussion thread down on the boards somewhere, it'll be easier for people to post then, without having to slog passed all three lists, the fourth and fifth are now in the planning stages but we want to play out these two new ones for a while first

I just put them all together so people would have easier access to all three of them. Maybe we should remove the old three seperate lists from the boards now that they are all in one place?

Nah I don't want my own board and I agree it would set a dangerous precident, this is more then I expected anyways. Just want to know if you lock it how do I post changes/additions?

Jaldon :p





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 Post subject: Consolidated Squat Lists
PostPosted: Thu Jul 28, 2005 5:20 pm 
Swarm Tyrant
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Location: Singapore
Locked.

Please see the seperate discussion thread to talk about these lists.

Jaldon - Since you started the thread, you should be able to close/open the topic (links at the bottom of the page in the black box). Alternatively, simply post a new thread with all five lists and lock it. Then, PM me and I will do the rest.

Thanks.

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