I've just been reading through the list. It looks like a lot of fun
Special rulesI've drafted a few suggested changes to clarify some rules and bring the language closer to the NetEA Tournament Pack.
Original:
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Special Rule - x.0.1 Stubborn
Squats are known for being extremely stubborn folk, and their fighting style is reflective of this intractable nature. To represent this, Squats may only take a maximum single withdrawal move of 15cm when breaking. However, Squats only take hack down kills within 5cm instead of the typical 15cm. In addition, Squats rally on a +1 to their initiative roll.
I suggest this be rephrased to:
Quote:
Special Rule - x.0.1 Stubborn
Squats are known for being extremely stubborn folk, intractable and reluctant to give ground to the enemy.
To represent this, squat formations making a withdrawal make only one move. Squat units are only destroyed if they end this withdrawal move within 5cm of the enemy, rather than the usual 15cm.
In addition, Squat formations receive a +1 modifier to any Rally rolls they make.
Also, I couldn't seem to find any note of what constitutes (rules-wise) a 'squat'. I'm assuming it's anything in the list, including robots and tarantulas. Is this correct? It seems a shame not to apply the very characterful rule only to the squats themselves, much like orks specifically exclude Gretchin and Big Gunz units from the 5.5.1
Mob Rule.
Owing to the way the list works, it would be simple to add a note to the
Stubborn rule saying that
Autonom units do not count as squats (things like Rhinos, Thunderfires etc. would benefit, as they're driven or crewed by squats).
This would have the happy knock-on effect that units such as robots could more easily be used in other lists (like Adeptus Mechanicus) without altering their core rules. Alternatively,
stubborn could be added to the appropriate unit types in the army list.
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Original:
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Special Rule - x.0.2 Mine Portal
Hundreds of worlds, thousands of moons, and countless asteroids have been mined by the Squats. While the vast majority of those are located in the Galactic Core, Squats have dug everything from diagonal mine shafts to vast subterranean metropolises into planet crusts wherever the Imperium has trod. To represent this, Squat armies may have up to three formations per Mine Portal enter play by taking an action that allows them to move, then measuring its first move from the Mine Portal on the tabletop. No more than one formation may travel through a single Mine Portal per turn, but the formation does not have to be assigned to any particular Mine Portal. It is assumed that large networks of tunnels connect the Mine Portals together.
I'm assuming 'Mine Portal' should read 'Pithead' or vice versa. I've also trimmed down the colour text to more closely match the length of colour text in similar main rules, and rephrased the writing to follow the similar Eldar Webway Portal rule for ease and familiarity:
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Special Rule - x.0.2 Pithead
While the vast majority are located in the Galactic Core, squat mines are found on planets and asteroids across the galaxy.
Each Pithead included in the army allows the squat player to pick up to three other formations, and keep them back in the subterranean workings of the mine. Any formations kept in the mine may enter play via the Pithead, by taking an action that allows them to make a move, and then measuring their first move from the position that a Pithead occupies on the tabletop.
Note that the formation may arrive through any Pithead, not just the one that was ‘used’ to allow the formation to be kept off-board. No more than one formation may travel through each Pithead each turn.
In the Epic Tournament Game Rules, formations in reserve with multiple deployment options must have a designated deployment method during setup (e.g. Pithead or tunneller).
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Original:
Quote:
Special Rule – x.0.4 Spotter
Certain Squat vehicles are equipped with precision instrumentation to coordinate long range attacks on the enemy by triangulating their position and reporting that data to specialized war engines. A weapon with the spotter ability triangulates on an enemy formation within range of the designator and with a line of fire (see EA 1.9.2) to the formation. Enemy formations may not be designated by units carrying out a march action or by broken units. All Squat War Engines may advance, double, or marshal and still fire their indirect weapons upon an enemy formation. Normal modifiers for these actions still apply as well as range considerations.
The phrasing of the second paragraph mixes colour text with rules. Can I suggest the following?
Quote:
Special Rule – x.0.4 Spotter
Certain Squat vehicles are equipped with precision instrumentation to coordinate long range attacks on the enemy by triangulating their position and reporting that data to specialized war engines.
Squat War Engines that perform advance, double, or marshal actions may fire their indirect weapons upon an enemy formation that is within range of a weapon with the spotter ability that has a line of fire (see EA 1.9.2) to the formation. Normal modifiers for these actions still apply as well as range considerations.
The spotter ability may not be used by units carrying out a march action or by broken units.
Alternatively, here's a version that uses the existing Tau Markerlight rule as a cue for phrasing.
Quote:
Special Rule – x.0.4 Spotter
All enemy formations with at least one unit within range and Line of Fire (see EA 1.9.2) of at least one Squat unit with the spotter ability is considered to be spotted.
Squat War Engines that perform advance, double, or marshal actions may fire their indirect weapons upon an enemy formation that is within range of a weapon with the spotter ability and that has a Line of Fire to the formation. Normal modifiers for these actions still apply, as well as range considerations.
A War Engine may not benefit from the spotter ability if the formation with the spotter weapon has used the March order during the turn or if it is broken.
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Original:
Quote:
Special Rule – x.0.5 Autonom
The Squats employ multiple robotic units that serve a number of purposes. This technology dates back to pre-Imperium days when the number of Squats was small compared to the invading Orks present in the Galactic Core, and continued in practice after the expansion of the Homeworlds.
All formations composed entirely of autonom units will not collect blast markers for casualties to the formation or for crossfire bonuses, but will collect blast markers for coming under fire and disrupt attacks. A formation composed entirely of autonom units will not automatically take damage inflicted when broken; a unit that is allocated a hit in this way may attempt to save it normally. All non-air unit autonom are unable to march. All air unit autonoms are considered bombers for the purposes of maneuvering and do not receive bonuses for intercepting or combat-air-patrols.
I've tidied the phrasing of this up a bit, and suggest the following:
Quote:
Special Rule – x.0.5 Autonom
The Squats of the Core Worlds maintained their high technology level throughout the dark days of the Age of Strife, and even now commonly employ entirely robotic units in order to compensate for their comparatively small numbers when compared with their traditional enemies, the orks.
A formation composed entirely of units with the autonom rule never receives blast markers for units destroyed, but otherwise receives blast markers as normal – such as for coming under fire or from weapons with the disrupt ability.
Units with the autonom rule in a broken formation are allowed to attempt their saving throw against any additional hits.
Formations that include units with the autonom rule are unable to choose March actions.
I have removed the reference to aircraft with autonom, as there don't appear to be any! I've also trimmed out the crossfire note, as this is a casualty-caused blast marker; and could potentially cause confusion. Similarly, the phrasing for the broken formations clause implied damage was caused simply by becoming broken; so I've rephrased this.
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WeaponryThere's quite a bit of potential confusion or delay in looking up weapons that have identical stats but different names (e.g. missile launcher/autocannon; trench pistols/bolt pistols). Can I suggest that you pick one for the theme and stick to it? Given the lack of official models and the ready availability of alternatives that have heavy machine guns over rocket launchers, I think this would help for rules clarity.
Replace Missile Launcher with Autocannon in Warrior (to match Warlord and Robot, and for consistency).
Replace Trench Pistols with Bolt Pistols in Berserker (to match Guild Bike and to remove the less familiar weapon).
Replace Bolters with Stormbolter on Hellbore (to match Mole and Rhino).
Purely for flavour, I'd suggest changing Lasgun to Autogun in warrior.
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Notes on Warrior unit: 'Every other stand carries a [Missile Launcher] weapon'. Is this intentional? I'd suggest you adopt the Imperial Guard approach for familiarity, and change this to 'One unit in every two has an [Autocannon]'; and add the following clarifying note, adopted from the Imperial Guard rules:
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Q:How do you determine the number of Autocannon shots a Squat Warrior Brotherhood formation has if units in it are suppressed?
A:Work out Suppression for Squat Warrior infantry before working out the number of Autocannon shots. Any Squat Warrior within 45cm of the enemy is assumed to be in range and may therefore be suppressed as long as they have a Line of Fire. Count the number of remaining Squat Warrior units and halve this total, rounding up, to find the number of Autocannon shots you may take.
Another way to think about this is that each Squat Warrior unit has ½ of an attack. Just as a BM suppresses all the shots of a single unit, it suppresses the ½ shot of the single Squat Warrior unit.
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Notes on Mole Mortar: This seems a bit easy to miss! Perhaps you should just note 'X' in the Firepower, and change the note to:
Quote:
To determine the BP, count up the number of Mole Mortars in the formation that are eligible to fire upon the target unit and halve this total, rounding up.
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Hope these notes are useful – keep up the great work