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Unit Stats/Army List Squats for Combined List v1.0

 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Tue Aug 26, 2008 1:41 am 
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I did this to make it easier on the playtesters to separate out the Squat from the Demiurg for playtesting. I am hoping to get epilgrim to do the same thing for the Demiurg so they can also be seen more clearly for playtesting.

Stubborn - Troops with this special ability 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) Assault: they re-roll any die result of "1" during Assault Resolution. The re-roll result must be kept even if it is a "1".
(2) Rally: they ignore the -1 modifier for enemy formations with 30cm during the Rally phase.


Units Descriptions

Squat Living Ancestor
Type / Speed / Armour / Close Combat / Firefight
Character / n/a / n/a / n/a / n/a
Weapon / Range / Firepower / Notes
Master-Crafted Weapon / (base contact) / Assault Weapons / Macro-weapon, Extra Attack (+1)
Notes: Supreme Commander, Inspiring, Invulnerable Save

Squat Warlord
Type / Speed / Armour / Close Combat / Firefight
Character / n/a / n/a / n/a / n/a
Weapon / Range / Firepower / Notes
Master-Crafted Weapon / (base contact) / Assault Weapons / Macro-weapon, Extra Attack (+1)
Notes: Commander, Leader, Invulnerable Save

Squat Lord
Type / Speed / Armour / Close Combat / Firefight
Infantry / 15cm / 5+ / 4+ / 5+
Weapon / Range / Firepower / Notes
Auto Cannon / 45cm / AP5+/AT6+ / -
Lasguns / (15cm) / small arms / -
notes: Leader

Squat Hearthguard
Type / Speed / Armour / Close Combat / Firefight
Infantry / 15cm / 4+ / 4+ / 4+
Weapon / Range / Firepower / Notes
Master-Crafted Pistols / (15cm) / Small Arms / -
Master-Crafted Battle Axes / (base contact) / Assault Weapons / Macro-weapon, Extra Attack (+1) Heirloom Weapons / 45cm / AP 5+/AT 5+ / -
Notes: Reinforced Armour, this unit takes up 2 Transport slots

Squat Guild Master
Type / Speed / Armour / Close Combat / Firefight
Infantry / 30cm / 4+ / 3+ / 5+
Weapon / Range / Firepower / Notes
Master-Crafted Pistols / (15cm) / Small Arms / -
Power Lance / (base contact) / Assault Weapons / Macro-weapon, Extra Attack (+1)
Notes: Leader, Mounted, Reinforced Armour

Squat Warriors
Type / Speed / Armour / Close Combat / Firefight
Infantry / 15cm / 5+ / 5+ / 5+
Weapon / Range / Firepower / Notes
Lasguns / (15cm) / Small Arms / -
Missile Launcher / 45cm / AP 5+/AT 6+ / -
Notes: n/a

Squat Thunderers
Type / Speed / Armour / Close Combat / Firefight
Infantry / 15cm / 5+ / 6+ / 4+
Weapon / Range / Firepower / Notes
2x Missile Launchers / 45cm / AP 5+/AT 6+ / -
Notes: n/a

Squat Bezerkers
Type / Speed / Armour / Close Combat / Firefight
Infantry / 15cm / 5+ / 4+ / 6+
Weapon / Range / Firepower / Notes
Paired Trench Pistols / (15cm) / Small Arms and (base contact) / Assault Weapons / Extra Attack (+1)
Notes: Infiltrators

Squat Guild Bike
Type / Speed / Armour / Close Combat / Firefight
Infantry / 35cm / 4+ / 4+ / 5+
Weapon / Range / Firepower / Notes
Bolt Pistols / (15cm) / Small Arms / -
Chain Axe / (base contact) / assault weapons / -
Notes: Mounted, Scouts (Demiurg only)

Squat Guild Trike
Type / Speed / Armour / Close Combat / Firefight
Light Vehicle 30cm 4+ 6+ 4+
Weapon / Range / Firepower / Notes
Multi-Melta / 15cm / MW 5+ and (15cm) Small Arms / Macro-weapon
Notes: Scouts (Demiurg only)


Squat Rapier Quad-Cannon
Type / Speed / Armour / Close Combat / Firefight
Infantry / 10cm / 6+ / 6+ / 5+
Weapon / Range / Firepower / Notes
Lasguns / (15cm) / Small Arms / -
Quad Lascannon / 45cm / AP 6+/AT 4+ / -
Notes: this unit takes up 2 Transport slots

Squat Tarantula
Type / Speed / Armour / Close Combat / Firefight
Infantry / 10cm / 6+ / 6+ / 5+
Weapon / Range / Firepower / Notes
Lasguns / (15cm) / Small Arms / -
Paired Heavy Weapons / 45cm / AP 5+/AT 5+ / -
Notes: this unit takes up 2 Transport slots
.

Squat Thudd Gun
Type / Speed / Armour / Close Combat / Firefight
Infantry / 10cm / 6+ / 6+ / 5+
Weapon / Range / Firepower / Notes
Lasguns / (15cm) / Small Arms / -
Thudd Gun / 45cm / AP 4+/AT 6+ / Indirect Fire
Notes: this unit takes up 2 Transport slots,
Special: Thudd Guns are allowed to use the Indirect Fire rules for Sustained Fire.


Squat Mole Mortar
Type / Speed / Armour / Close Combat / Firefight
Infantry / 10cm / 6+ / 6+ / 6+
Weapon / Range / Firepower / Notes
Lasguns / (15cm) / Small Arms / -
Mole Mortar / 45cm / 1 BP / Indirect Fire (Special)
Notes: this unit takes up 2 Transport slots
Special: Sub-Surface Munitions - If fired indirectly (Sustained Fire-Barrage) this attack gains the Disrupt special ability

Squat Robots
Type / Speed / Armour / Close Combat / Firefight
Infantry / 15cm / 4+ / 5+ / 5+
Weapon / Range / Firepower / Notes
Power Claws / (base contact) / Assault Weapons / Macro-weapon, Extra Attack (+1)
Missile Launcher / 45cm / AP 5+/AT 6+ / -
Notes: Walker, Fearless, Scout, this unit takes up 2 Transport slots. Robots do not benefit from the Squat/Demiurg ‘Stubborn’ ability.

Squat Spartan
Type / Speed / Armour / Close Combat / Firefight
Armoured Vehicle / 25cm / 5+ / 6+ / 5+
Weapon / Range / Firepower / Notes
Twin Heavy Bolter / 30cm / AP 4+ / -
Notes: Squat transport (2) May carry two of the following units: Warrior, Bezerkers and Thunderers
or one: Hearthguard, Mole Mortar, Rapier, Tarantula or Thudd Gun.

Squat Gorgon
Type / Speed / Armour / Close Combat / Firefight
Armoured Vehicle / 20cm / 4+ / 6+ / 4+
Weapon / Range / Firepower / Notes
Heavy Flamer / 15cm / AP 5+ / Ignore Cover
Mine Thrower / 15cm / 2 BP / -
Notes: Reinforced Armour,
Notes: Squat transport (4) May carry four of the following units: Warrior, Bezerkers and Thunderers
The following units may also be carried but each takes up two Transport slots: Hearthguard, Mole Mortar, Rapier, Tarantula and Thudd Gun.
Special: Ignore Dangerous Terrain

Squat Iron Eagle Gyrocopter
Type / Speed / Armour / Close Combat / Firefight
Armoured Vehicle / 35cm / 5+ / 6+ / 5+
Weapon / Range / Firepower / Notes
Battle Cannon / 75cm / AP 4+/AT 4+ / -
Point Defence Guns / 30cm / AA 5+ / Flak
Notes: Skimmer, Scout

Squat Iron Hawk Gyrocopter
Type / Speed / Armour / Close Combat / Firefight
Armoured Vehicle / 35cm / 5+ / 6+ / 5+
Weapon / Range / Firepower / Notes
Battle Cannon / 75cm / AP 4+/AT 4+ / -  
Notes: Skimmer
Special: Iron Hawk Spotter: A single Iron Hawk is associated with the Colossus to act as an artillery spotter. Attach this gyrocopter to any non-MCF or non-TBM/Cradle formation. The Iron Hawk acts normally with the formation it’s attached to and is allocated hits from shooting as per the core rules for shooting at a formation. While the Iron Hawk is in play it allows the Colossus to fire its Plasma Missiles indirectly unless the Colossus marches or is suppressed. However, the Colossus does not get the +1 to hit unless it remains stationary as per 1.9.8 (Barrages). While Spotting the Iron Hawk must have a LOS to the target and the target must be within the range of the Colossus (max 120cm). This ability does not allow the Colossus to split fire.


Squat Thunderfire
Type / Speed / Armour / Close Combat / Firefight
Armoured Vehicle / 0cm / 6+ / 6+ / 6+
Weapon / Range / Firepower / Notes
Thunderfire / 60cm / 2x AA 5+ / Flak
Notes: n/a
Special: A Thunderfire Battery formation may only select a Marshal Action (Regroup only). If given a Hold Action they may only regroup that turn.


Squat Overlord Airship
Type / Speed / Armour / Close Combat / Firefight
War Engine / 15cm / 4+ / 6+ / 4+
Weapon / Range / Firepower / Notes
2x Battle Cannons / 75cm / AP 4+/AT 4+ / Fixed Forward
Bomb Racks / 15cm / 2 BP / All Round
2x Flank Autocannons / 45cm / AP 5+/AT 6+/AA 5+ / Flak, All Round
Notes: Damage Capacity (3), Reinforced Armour, Thick Rear Armour, Skimmer, Fearless
Critical Hit: The engines stall and restart out of sync causing the airship to spin madly as it loses altitude and crashes to the ground. Centre a blast template over the airship, any units under the template are hit by the impact as the airship’s magazine cooks off (AP 5+/AT 5+ Ignore Cover). Remove the model after resolving the crash.


Squat  Goliath Mega-Cannon
Type / Speed / Armour / Close Combat / Firefight
War Engine / 0cm / 5+ / 6+ / 6+
Weapon / Range / Firepower / Notes
Mega-Cannon / 125cm / 4 BP / Indirect Fire, Ignore Cover, All Round
Notes: Damage Capacity (3), Reinforced Armour
Critical Hit: The auto-loading magazine jams and the cannon is destroyed.
Special: Limited Fire Arc: A Goliath Battery formation may only select a Marshal (regroup only) or Sustained Fire Action. On a Sustained Fire Action they can only fire indirectly as detailed under the rules for Barrages (1.9.8). If given a Hold Action they may only regroup that turn.


Tunnellers
During the pre-game warm up, you must inform your opponent you are using tunneller formations, and show the opponent how many formations you are using and the infantry formations being carried.

Tunneller formations are set up on their own table edge before the battle starts, after spacecraft are deployed (see 4.0). Any units transported in the tunnellers are kept off table until they surface. Write down the location where each tunneller formation will surface in the same manner that you record the co-ordinates of a drop zone (see 4.3.3). For example: you could write “45cm up from my opponents table edge and 60cm in from my right edge on turn three. Note that the opponent is not made aware of this location, nor of the turn of arrival.

Each tunneller formation must pass an activation test; if successful the Tunnel Boring Machine (TBM) models are removed from the table. It takes a tunneller formation 1 full turn to travel to any point on your table half and 2 full turns to travel to any point in your opponents table half.

Note: Tunnelling requires you to deploy and activate the formation from Khthon cradles which are then removed from play at the end of the turn the TBM launch.

Set up the TBM at the start of the turn, before teleports would be placed down, when they surface as per the following rules; After the placing the first unit in a tunneller formation, center an orbital bombardment template over the model and place any other TBM in the same formation within that 12cm area. The troops carried in the TBM then must disembark within 5cm of their transport. The units being transported may take an action on the turn they appear.

If any enemy units are under the template, the Squat/Demiurg player must move the template the shortest distance needed to place the template without affecting any enemy models. Squat/Deimurg units may not be placed within any enemy zones of control.

Special: TBM Assault - The Tunneller formation has the option to initiate a combined engage action moving up to 15cm, with the transported units, on the turn they surface. Regardless of the results of this special action any surviving TBM have a fall back and consolidation move of 0cm. After resolving this activation any remainng TBM count as Ruins for the remainder of this battle.

Note: TBM unlike drop pods remain on the table and count as Ruins as per 1.8.4 after the transported infantry disembark.

Important Note on Targeting TBM: While a TBM is mounted on its cradle they count as one unit. If an armour save is failed remove the TBM and the cradle, but assign only 1 BM per casualty. On-board infantry units save as per the normal rules for a destroyed transport. Any BM accumulated prior to the launching of tunneller formations are removed after they launch.

Overwatch: Formations on Overwatch can declare attacks on disembarked TBM infantry immediately after the Strategy Phase on the turn they surface.


Squat  Termite Tunnel Boring Machine
Type / Speed / Armour / Close Combat / Firefight
Armoured Vehicle / 0cm / 4+ / 6+ / 6+
Weapon / Range / Firepower / Notes
Crew / (15cm) / Small Arms / -
Crew / (base contact) / Assault Weapons / -
Notes: Tunneller. After Surfacing; a TBM remains on the table and count as Ruins as per 1.8.4 after the transported infantry disembark.
Notes: Squat transport (2) May carry two of the following units: Warrior, Bezerkers and Thunderers or one Hearthguard unit.
Notes: Demiurg Transport (2) May carry two of the following units: Iron-Breaker, Armsmen and Sandhog, or one: Hearthguard, Autonom, Mole Mortar, Rapier, Tarantula or Thudd Gun.
Special: TBM Assault (see tunneller rules)

Squat Khthon, Termite TBM Cradle
Type / Speed / Armour / Close Combat / Firefight
n/a / n/a / n/a / n/a / na
Weapon / Range / Firepower / Notes
Heavy Bolter / 30cm / AP 5+ / -
Notes: Remove this model from the table at the end of the turn the TBM is launched


Squat  Mole Tunnel Boring Machine
Type / Speed / Armour / Close Combat / Firefight
Armoured Vehicle / 0cm / 4+ / 6+ / 6+
Weapon / Range / Firepower / Notes
Crew / (15cm) / Small Arms / -
Crew / (base contact) / Assault Weapons / -
Notes: Tunneller, Reinforced Armour, After Surfacing; a TBM remains on the table and count as Ruins as per 1.8.4 after the transported infantry disembark.
Notes: Squat transport (4) May carry four of the following units: Warrior, Bezerkers and Thunderers. Hearthguard units may also be carried but each takes up two Transport slots.
Notes: Demiurg Transport (4) May carry four of the following units: Iron-Breaker, Armsmen and Sandhog. The following units may also be carried but each takes up two Transport slots: Hearthguard, Autonom, Mole Mortar, Rapier, Tarantula, Thudd Gun.
Special: TBM Assault (see tunneller rules)

Squat Heavy Khthon, Mole TBM Cradle
Type / Speed / Armour / Close Combat / Firefight
n/a / n/a / n/a / n/a / na
Weapon / Range / Firepower / Notes
Heavy Bolter / 30cm / AP 5+ / -
Notes: Remove this model from the table at the end of the turn the TBM is launched


Squat Hellbore Tunnel Boring Machine
Type / Speed / Armour / Close Combat / Firefight
War Engine / 0cm / 4+ / 6+ / 6+
Weapon / Range / Firepower / Notes
Crew / (15cm) / Small Arms / -
Crew / (base contact) / Assault Weapons / -
Notes: Damage Capacity (3), Tunneller, Reinforced Armour, Thick Rear Armour. After Surfacing; a TBM remains on the table and count as Ruins as per 1.8.4 after the transported infantry disembark.
Notes: Squat transport (16) May carry sixteen of the following units: Warrior, Bezerkers and Thunderers. Hearthguard units may also be carried but each takes up two Transport slots.
Notes: Demiurg Transport (16) May carry sixteen of the following units: Iron-Breaker, Armsmen and Sandhog. The following units may also be carried but each takes up two Transport slots: Hearthguard, Autonom, Mole Mortar, Rapier, Tarantula, Thudd Gun.
Critical Hit: The Hellbore cracks down the middle and collapses in on itself like a crushed eggshell. Remove the model.
Special: TBM Assault (see tunneller rules)

Squat Khthon Hog, Hellbore TBM Cradle
Type / Speed / Armour / Close Combat / Firefight
n/a / n/a / n/a / n/a / na
Weapon / Range / Firepower / Notes
2x Heavy Bolters / 30cm / AP 5+ / Turret, All Round
Notes: Remove this model from the table at the end of the turn the TBM is launched Critical Hit: The Hog literally rips apart and collapses in a heap of parts. If your model can be disassembled, scatter the parts convincingly.

Squat Leviathan
Type / Speed / Armour / Close Combat / Firefight
War Enging / 15cm / 4+ / 3+ / 3+
Weapon / Range / Firepower / Notes
Battle Cannon / 75cm / AP 4+/AT 4+ / Turret, All Round
Doomsday Cannon / 120cm / 3 BP / Macro-weapon, Fixed Forward
3x Twin Auto Guns / 30cm / AP3+ AT5+ / Turret, Forward/Left Side
3x Twin Auto Guns / 30cm / AP3+ AT5+ / Turret, Forward/Right Side
2x Storm Bolters / (15cm) / Small Arms / +1 Extra Attack each
Notes: Damage Capacity (6) Reinforced Armour, Thick Rear Armour, Fearless, Transport (16) May carry sixteen of the following units: Warrior, Bezerkers and Thunderers. Hearthguard units may also be carried but each takes up two Transport slots.
Critical: D3 units being carried are hit

The Squat rendition of the Leviathan offers substantial firepower and transport capacity at the expense of speed. In a firefight the Squat Leviathan proves a considerable advantage. Note that in the event of a critical hit the units on board are at risk of a weapon’s magazine being touched off. It is designed to strike at enemy fortified line, were speed is far less of an issue, creating a breach in those positions.


Squat Colossus Mobile Combat Fortress
Type / Speed / Armour / Close Combat / Firefight
War Engine / 15cm / 4+ / 3+ / 3+
Weapon / Range / Firepower / Notes
2x Battlecannons / 75cm / AP4+ AT4+ / Fixed Forward
3x Battlecannons / 75cm / AP4+ AT4+ / Right Side
3x Battlecannons / 75cm / AP4+ AT4+ / Left Side
Doomsday Cannon / 120cm / 3 BP / Macro-weapon, Fixed Forward
Thunder Cannon / 30cm / 2x AP 4+/AT 5+ / Ignore Cover, Fixed Forward
Plasma Missiles / 60cm / 3 BP / Indirect Fire (Special: Spotter), All Round
Notes: Squat Damage Capacity (6), Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit: A critical hit does an extra point of damage.
Special: Iron Hawk Spotter: A single Iron Hawk is associated with the Colossus to act as an artillery spotter. Attach this gyrocopter to any non-MCF or non-TBM/Cradle formation. The Iron Hawk acts normally with the formation it’s attached to and is allocated hits from shooting as per the core rules for shooting at a formation. While the Iron Hawk is in play it allows the Colossus to fire its Plasma Missiles indirectly unless the Colossus marches or is suppressed. However, the Colossus does not get the +1 to hit unless it remains stationary as per 1.9.8 (Barrages). While Spotting the Iron Hawk must have a LOS to the target and the target must be within the range of the Colossus (max 120cm). This ability does not allow the Colossus to split fire.

Squat Cyclops
Type / Speed / Armour / Close Combat / Firefight
War Engine / 15cm / 4+ / 3+ / 3+
Weapon / Range / Firepower / Notes
Battle Cannon / 75cm / AP 4+/AT 4+ / Turret, All Round
Hellfury Particle Cannon / 90cm 2x MW 2+ (TK 2) / Titan Killer, Fixed Forward
2x Melta Cannons / 30cm / MW4+, Forward/Left Side and Small Arms, +1 Extra Attack
2x Melta Cannons / 30cm / MW4+ , Forward/Right Side and Small Arms, +1 Extra Attack
Doomstorm Missiles / 60cm /4 BP, Macro Weapon, All Round
Notes: Damage Capacity (6), Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit: A critical hit does an extra point of damage.
Special: Power Flux: Due to the extreme power requirements of the Hellfury weapon system only the turreted Battle Cannon may be fired when the Hellfury is fired.

Squat Land Train Mobile Combat Fortress
Type / Speed / Armour / Close Combat / Firefight
War Engine / 15cm / 4+ / 4+ / 4+
Weapon / Range / Firepower / Notes
Battle Cannon / 75cm / AP 4+/AT 4+ / Turret, All Round
Battle Cannon / 75cm / AP 4+/AT 4+ / Fixed Forward
Doomsday Cannon / 120cm / 3 BP / Macro-weapon, Fixed Forward
Squat notes: DC-3, 1x void shield. Each battle car added the Land Train engine adds one void shield to the defense of the War Engine.  
Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit: A critical hit does an extra point of damage.

Squat Land Train Battle Cars
Type / Speed / Armour / Close Combat / Firefight
War Engine / 10cm / 4+ / 4+ / 4+
Weapon / Range / Firepower / Notes
Squat notes: 1x void shield. Each battle car added the Land Train engine adds one void shield to the defense of the War Engine.  
Damage Capacity (2 each), Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit: The affected Battle Car is destroyed; additionally the Land Train may not take a Sustained Fire or Overwatch action.
Special: Flexible Coupling Leads: Each Battle Car may draw a LOS through other parts of the Land Train it is connected to as if it were a single WE.
Special: Autonomous: In the odd event that Land Train engine is destroyed each Battle Car moves independently in a limited capacity. The Battle Cars form single a War Engine formation until destroyed.

Squat Dragon Battle Car (WE)
Weapon / Range / Firepower / Notes
Fire-thrower / 30cm /3x AP 3+/AT 4+ / ignore cover

Squat Bezerker Battle Car
Weapon / Range / Firepower / Notes
Autocannon / 45cm / AP 5+/AT 6+ / Turret, All Round
Squat Notes: This war engine carries its own compliment of 4 Bezerkers Units. They are part of the Land Train engine formation.
Demiurg Notes: This war engine carries its own compliment of 4 Sandhog Units. They are part of the Land Train engine formation.

Squat Bomb Battle Car
Weapon / Range / Firepower / Notes
Rad Bomb / Pilum Missile / unlimited range / 3 BP MW (TK 1) / Indirect Fire, One-shot, Titan Killer, All Round

Squat Mortar Battle Car
Weapon / Range / Firepower / Notes
Mortar / Roadmaker / 45cm / 3 BP / Indirect Fire, Fixed Forward

Squat Bastion Class Cruiser
Type / Speed / Armour / Close Combat / Firefight
Spacecraft / n/a / n/a / n/a / n/a
Weapon / Range / Firepower / Notes
Pin-point Attacks / n/a / 2+ MW (TK 2) / Titan Killer
Orbital Bombardment / n/a / 4 BP / Macro-weapon
Notes: n/a

Exo-Armor Upgrade
Grants the unit 4+ Reinforced Armor
May only be given to a Lord, Warlord, or Living Ancestor Unit

Army list

   "Squat Stronghold armies have a Strategy Rating of 3. All Squat Infantry, Vehicle, Artillery, Air Wing and Spacecraft formations have an initiative of 2+. All Super Heavy Tank Batteries, Land Trains, and Tunnel Boring Machines have an initiative of 1+."

Core Brotherhoods
(Player may take any number of Core Brotherhoods)

Warrior Brotherhood 325pts
   1xLord, 9xWarrior
   upgrades: Warrior, Thunderer, Guns, Spartan, Warlord, Living Ancestor, Gorgon, Tunnelers, Exo-Armor, Gorgon

Bezerker Brotherhood 250pts
1xLord, 5xBezerkers
upgrades: Bezerker, Spartan, Tunnelers, Exo-Armor, Gorgon

Grand Battery 300pts
8xMole Mortars
upgrades: Guns, Thunderer


Support Brotherhoods
(Two may be taken for each Core Brotherhoods taken)

Bikers Guild 250pts
   1xGuild Master, 7xGuild Bikes
   upgrades: Guild Bikes, Guild Trikes

Trikers Guild 250pts
   1xGuild Master, 5xTrikes
   upgrades: Guild Bikes, Guild Trikes

0-1 Hearthguard Brotherhood 325pts
   6xHearthguard
   upgrades: Tunneler, Living Ancestor, Gorgon

Iron Eagle Squadron 200pts
3xIron Eagles
upgrades: none

0-2 Robot Cohort 250pts
   5xRobots
   upgrades: none

Thunderer Battery 250pts
1xLord, 5xThunderers
upgrades: Thunderer, Tunneler, Spartan, Exo-Armor, Gorgon

Thunderfire Battery 50pts each
2-3 Thunderfire
upgrades: none

Gun Battery 125pts
   3x of any of the following guns Tarantula, Thudd Gun, Rapier, Mole Mortar
   upgrades: Guns

War Engines (No more then  1/3 of the army's total points)

Super Heavy Tank Battery 450pts
   1xLeviathin  400 , Colossus  450  , or Cyclops  500
   upgrades: Living Ancestor ? really?  , Iron Hawk (Colossus only)

Overlord Armored Airship 200pts
   1-3 xOverlord Armored Airship
   upgrades: none

Goliath Mega-Cannon Battery 150pts each
   1-2 Goliath Mega-Cannons
   upgrades: Thunderfire

Hellbore Battery 125pts
   1xHellbore
   upgrades: none

Land Train 350pts
   1xLand Train Engine + 1xBattle Car (Any)
   upgraddes: Living Ancestor, and up to six Battle Cars

Upgrades
(No more then one upgrade type per formation and no more then three total upgrades per formation)

0-1 Living Ancestor 75pts
   1xLiving Ancestor Character

Warlord 50pts
1xWarlord Character    

Exo-Armor 25pts
Upgrade Lord to have Exo-Armor

Bezerker 75pts
2xBezerkers

Warrior 75pts
2xWarrior

Thunderers 75pts
2xThunderers

Guild Bikes 50pts
2xGuild Bikes

Guild Trikes 50pts
2xGuild Trikes

Thunderfire 50pts
1xThunderfire

Iron Hawk 50pts
1xIron Hawk

Gorgon40pts each
   only enough Gorgons to carry the formation

0-1 Spartan 20pts each
   only enough Spartans to carry the formation
   
Battle Cars
   0-3 Dragon Battle Cars 100pts
   0-1 Bomb Battle Car 125pts
   0-2 Mortar Battle Car 125pts
   0-3 Bezerker Battle Car 200pts each (Includes 4xBezerkers)


Thanks All...............

Jaldon :p




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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Tue Aug 26, 2008 6:47 am 
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One support per two core formations?

Really?

As other thing, is that a good idea that Land Train includes one car which can cost 100-200, for free? Maybe 200 and must take at least one battle car or something...


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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Tue Aug 26, 2008 10:29 am 
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Location: Australia
Hi All

The above in an easier to read format:

Squats for Combined List v1.pdf

Cheers......

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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Tue Aug 26, 2008 3:39 pm 
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I just noticed the Thunderfire has only AA capability, unlike in 2nd edition. Is this intentional?

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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Tue Aug 26, 2008 10:09 pm 
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I just noticed the Thunderfire has only AA capability, unlike in 2nd edition. Is this intentional?


Yes it is intentional and part of a devious plan, the idea being to have Squat equipment be more specialized then generic. It may work, it may not for now though I would like to try this idea. 'Trying' it would include changing the unit stats, if need be, to better AA value, or more shots, or even fine as is.

One support per two core formations?

Really?

As other thing, is that a good idea that Land Train includes one car which can cost 100-200, for free? Maybe 200 and must take at least one battle car or something...

Oooooooops! Typo, me bad :oops:  That should be Two Supports per Core Formation Taken. I'll Fix it........

Actually the car isn't free, during playtesting of Thurgrimm's, a long time ago, we figured the cost of the Land Train Engine to fall in at around 250pts adding a 100pt Battle Car brings the cost up to 350pts. Shrewd players will no doubt take the best Battle Car for the points, but that is as we intended anyways so not a real problem.

Also, at 250pts we found players fielding Land Train Engines without Battle Cars which was just plain bad. Adding the Battle Car and upping the base cost to 350pts prevented this and encouraged players to get more Battle Cars as they could no longer field a bunch because of the points limits for WE.

Thanks All................

Jaldon :p

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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Wed Aug 27, 2008 2:14 pm 
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Another thing I noticed: for the unit stats, there are stats for Squat Warlord, followed by Squat Lord and then something listed as just Squat. Squat what?

Also, in the description for the Iron Hawk, I was a little confused at first when "non-MCF" and "non-TBM" are mentioned. I wasn't sure right away what MCF and TBM meant.

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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Thu Aug 28, 2008 3:44 am 
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Another thing I noticed: for the unit stats, there are stats for Squat Warlord, followed by Squat Lord and then something listed as just Squat. Squat what?


Hearthguard, fixed it thanks DS

Also, in the description for the Iron Hawk, I was a little confused at first when "non-MCF" and "non-TBM" are mentioned. I wasn't sure right away what MCF and TBM meant.

TBM=Tunnel Boring Machine Cannot be attached to a Tunneler Formation

MCF=I feel stupid I forgot what this was, I am gonna have to look it up. I'll get back ASAP once I figure it out Boy I feel dumb, it is what happens when you are working on two lists at the same time  :_(

Thanks All.........

Jaldon :p

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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Fri Aug 29, 2008 5:56 am 
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The Squats and the Demiurg share the term Tunnel Boring Machine, or TBM, which covers all three types (Termite, Mole and Hellbore) and their associated Khthon cradles.

Mobile Combat Fortress or MCF is a term popularly used by the Demiurg for their Super Heavy Assets. The Squat versions are typically referred to as Super Heavy Tanks.

Thanks for pointing out where we need to proof the unit stats, we appreciate all the help!  ???

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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Fri May 15, 2009 12:44 am 
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this is the current Squat list developed in concert with the Demiurg. I will see about getting both pinned and formatted.

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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Fri May 15, 2009 9:18 am 
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Ooooooooooh (rubs hands together gleefully) I canne wait to get a playtesting these.

I've already spotted a couple of things that'll make my regular opponents happy, the toning down of the Goliath & moving MCF units from support to WE will go down very well.


*edit* Just noticed Frogbear's link to the pdf isn't working :(





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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Fri May 15, 2009 1:29 pm 
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Just noticed points for the smaller TBM's are missing.

Are they still 15 for Termites & 25 for Moles?

*edit* Also just noticed that Guns are missing from the upgrade list





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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Sun May 17, 2009 2:09 am 
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Quote: (Couchmonster @ 15 May 2009, 13:29 )

Just noticed points for the smaller TBM's are missing.

Are they still 15 for Termites & 25 for Moles?

*edit* Also just noticed that Guns are missing from the upgrade list


Termite/Mole point cost: 10 and 20 respectively.

Support weapons: another design difference that is more fluff than anything else. Thurgrim'g support weapons are bulky and cannot be transported. The demiurg versions are more compact, but still take up two slots.

part of the fun of having 2 different lists!




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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Mon May 18, 2009 8:44 am 
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Thanks for the heads up on the TBM's but I was wondering how many points the guns upgrade is & what exactly you get for those points?

Should be getting a playtest game this weekend.

Cheers

CM

*edit* Also do squat void shileds regen as per their imperial counterparts, being of the same design & all?





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 Post subject: Unit Stats/Army List Squats for Combined List v1.0
PostPosted: Tue May 19, 2009 2:54 am 
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Quote: (Couchmonster @ 18 May 2009, 08:44 )

Thanks for the heads up on the TBM's but I was wondering how many points the guns upgrade is & what exactly you get for those points?

Should be getting a playtest game this weekend.

Cheers

CM

*edit* Also do squat void shileds regen as per their imperial counterparts, being of the same design & all?

from my copy of Jaldon's notes:

Guns 50pts (upgrade)
2x of any of the following units Thudd Gun, Rapier, Tarantula, Mole Mortar


and yes, void shields for the Squats are the same as those for the Imperium.

I will be posting/pinning an edit of the Thurgrim's list that will hopefully address the stuff you have noted.

Thanks to all for your continued interest  :D

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