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Squats v5.1 Gharmull's Stronghold

 Post subject: Squats v5.1 Gharmull's Stronghold
PostPosted: Thu Jul 21, 2005 7:45 pm 
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Location: Utah, pick a Pacific Island the other half of the year.
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: 150pts
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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Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


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 Post subject: Squats v5.1 Gharmull's Stronghold
PostPosted: Fri Jul 22, 2005 6:02 am 
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Location: Ohio - USA
Great !  Thanks Jaldon ! :)

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 Post subject: Squats v5.1 Gharmull's Stronghold
PostPosted: Fri Jul 22, 2005 2:56 pm 
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Joined: Fri May 20, 2005 8:45 pm
Posts: 11147
Location: Canton, CT, USA
Looking forward to reading the background info.

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