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 DescriptionsSquat 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.

. 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
