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Gargants, Stompas and Big Nasty Gubbinz

 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Wed Feb 11, 2004 11:14 am 
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Okay here's another dumbass question.

if ?a megachoppa's titan killer abilities only apply to the extra attack, (assuming I'm reading the rules right) is there any real reason to include one if they are not sure of getting into combat?

A regular gargant kicks out with a solid eight attacks at 3+ in assualt. Taking a mega choppa relies on getting into base contact and reduces your firepower slightly. Mounting a huge chainsaw on a gargant is undeniably cool, but is it a good trade off for firepower?


At least a lifta-droppa doesn't have this problem.

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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Wed Feb 11, 2004 12:19 pm 
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The mega chopper is only worthwhile if you're sure you can get into base-to-base contact.

As you mentioned, the lifta dropper is a better deal, its basically a zzap gun and mega chopper in one.


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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Thu Feb 12, 2004 2:22 am 
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Hi!

I was wondering when it was going to be noted that I'm the "greeter" for these boards.

Its a habit I have from the net epic list.

I like newbies to feel welcome!

Primarch

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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Thu Feb 12, 2004 6:23 am 
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"Good show, old man !"   :;):

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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Sun Jul 10, 2005 7:32 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 th erest 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 (Maximum of one may be taken for each 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 for each Land Train
0-3 Dragon Battle Car: 125pts
0-1 Bomb Battle Car: 150pts
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 use big ordanance 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

Jaldon and Friends





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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Sun Jul 10, 2005 1:43 pm 
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Hi Jaldon,

Very interesting list.  I have a couple of questions if you have time.

1.  I notice your stats for the Mole Mortar and Thudd Gun are different from the Siegemasters /AMTL lists.  Is this a worry? (due to the possible confusion of same figure different stats)
2.  What is the points cost of the Hellbore?
3.  The tunnelers have no ranged weapons, if I remember correctly they used to (Imperial Termite had a Lascannon, Mole had a Multi-launcher, and the Hellbore had many Multi-Meltas), curious as to why you decided to remove them? (I realise its a design decision that you are perfectly justified to make)
4. What is the weakness of the army?  Obviously I haven't tested it but at first glance it seems to be fairly strong all round, good anti-WE, good artillery, large tough infantry, decent assault troops, very good transport options.

I apologise if all these questions were anwered on the SG forum.

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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Sun Jul 10, 2005 3:00 pm 
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Excellent, since I have a respectable Squat Force !  I also agree with Clauswitz's Questions.  And where did the Spartan come from ?  Never saw it on a Squat list ?  In the old days it was Land Raider version for Terminators (I made a det), just wondering.  And the Thunder Car ?  Also we still use Rhinos for our Squats and Bombards, but those stats are available ! :;):  And what about Nobles Bikes and Rapiers (stats avail.), we still have those in our TO&Es, based SM1 ?     Good work !  We'll print it !

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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Sun Jul 10, 2005 8:08 pm 
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Wow, a little work went into that. :D

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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Sun Jul 10, 2005 9:56 pm 
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Clauswitz's questions and answers

1. I notice your stats for the Mole Mortar and Thudd Gun are different from the Siegemasters /AMTL lists. Is this a worry? (due to the possible confusion of same figure different stats)

Answer: When the Squat list first started we decided right off to distance the army as much as possible from the IG/SM so they could be a Squat Army instead of an IG "Knock Off".  When we started they were very different from the IG Tarantula, Mole Mortar, and Thudd Gun, only after the Siege List's similar weapons started to change did they start to look similar, I wonder if our list had something to do with it eh TRC:-). In our opinion the IG has tried to copy these excellant Squat weapons and have come close, but the Squat versions are better because, well becasue there built by Squats of course. Just our crazy rational, but it hasn't been found to be a problem.

2. What is the points cost of the Hellbore?

Answer: Opppps did I screw up again, sorry I'll fix it and thanks for spotting it 125pts

3. The tunnelers have no ranged weapons, if I remember correctly they used to (Imperial Termite had a Lascannon, Mole had a Multi-launcher, and the Hellbore had many Multi-Meltas), curious as to why you decided to remove them? (I realise its a design decision that you are perfectly justified to make)

Answer: We decided to keep them lightly armed for a number of reasons the most important ones being (A) Just where do you mount heavy weapons on a vehicle that bores through the ground (B) To keep their points costs wqy down so they would be more available as a transport option.

4. What is the weakness of the army? Obviously I haven't tested it but at first glance it seems to be fairly strong all round, good anti-WE, good artillery, large tough infantry, decent assault troops, very good transport options.

Answer: I am going to break this one down a bit.

Major Weakness: The Army is slow to react on the battlefield, once you have committed the Squats to a move they have a real difficult time changing their focus, or reacting to an unexpected enemy move. This occurs because, in general, the Squat ground troops need there SHTs to do their real AT work for them. Sure they can use tunnelers to pop up anywhere on the battlefield they want to, but they have to decide before the start of the battle where that point is going to be, and once they are outside the tunnelers they slow right down. They have no tanks, so depend a lot on their SHTs, which only move 15cms, for direct support, another factor that slows them down. If a Squat Army can roll into an opponent and keep that opponent in front of them at the point of attack they most often win, but if an opponent can make the Squats try and shift their focus of attack they most often lose.

Good Anti-WE: They're Squats of course they are going to be real good at dusting off WEs, the old SM/AT Squats were too.

Good Artillery:  Yes they do but the Grand Battery and Gun Battery have been found to be horribly vulnerable to just about anything that shoots at them. The Goliath-Mega Cannons are very powerful, and can be doubly so with the right rolls, but they have a 'fixed' minimum range, are slow firing, slow as snot so they can't run, and despite being DC-3 5+ Reinforced Armor really not as tough as they look. One assault is usually enough to take them out.

Large Tough Infantry: The Warriors are really good 'all rounders', but you'll find in battle they aren't really all that tough unsupported. Hearthguard are really, really good, but then they should be and they are expensive.

Decent Assault Troops: The Bikes are pretty standard, but the Bezerkers are total one dimensional Assault CC only, and opponents, once they get over the shock of a formation of them of 8+ units, have little trouble handling them if they are unsupported.

Very Good Transport Options: The Spartan is slow at 25cms, intentionally overpriced, and the Squats are limited to a total of two squadrons in the entire army. All this prevents the Squat player from going too 'transport happy' with them. The tunnelers are really cool, but the Squat player has too designate before the start of the battle just where these puppies are going to appear, and once out of th eground they slow right down, and this limits their flexibility

(12) And where did the Spartan come from ? Never saw it on a Squat list ? In the old days it was Land Raider version for Terminators (I made a det), just wondering. And the Thunder Car ? Also we still use Rhinos for our Squats and Bombards, but those stats are available ! And what about Nobles Bikes and Rapiers (stats avail.)

Spartan APC: This is the Squat version of a Rhino, and as the Squats built it of course it's better. It is a simple coversion of a Rhino, just glue extra armor plates on the side of the Rhino (ever see pictures of a PzKpw IV with armor skirts on the side, well just like those), and put a turret on the front like on a Raorback (I used the old Ork Battlewagon turrets for mine). Don't get too excited this vehicle isn't really that good compared to it's SM counterpart, and doesn't win any prizes for speed. Also it's limited deployability prevents it dominating.

Land Raider: It is apperaing in the next list Khazak's Stronghold and will be called the 'Striker', I should have the list up in a couple of days. That list also includes the Gorgon.

Thunder Car: A modified Bezerker Battle Car, just add more guns to the model, it seemes like the Squats would build a comabt version of the Bezerker without transport capacity so we tried it and like it. We also designed a 'Defender' (I think that was the name) it fixed Void Shields, but we dropped it as it went OTT.

Noble Bikes: We are saving them for Gharmull's Stronghold and they'll be called Guild Lords. (Soon to be relaeased list)

Rapiers: In limbo waiting for the work to start on Dalarian's Stronghold which is based heavily on guns all over the army.

Thanks for all the questions, I am always willing to answer them, and welcome any advice. Also I cannot take sole credit for the list, I had a lot of help off  forum with the group I game with, some old gaming friends of mine back in WNY, and some forum help.

Jaldon and Friends

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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Sun Jul 10, 2005 11:15 pm 
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A few more questions. (sorry)
1. How does the Rad Bomb work?  Its listed like a direct fire weapon (MW2+) but also says it uses the orbutal bombardment template.
2. The Land Train maximums, are they per train or total?  e.g. if you have 2 Land Trains can they each have 1 Bomb Car?
3. Are there stats for the Iron Eagle aircraft, it is listed in the points cost section?
4. Brotherhood Upgrades: is the usual "each upgrade can be taken once per Brotherhood" rule applied?
5. Can tunnellers start the game on the board instead of underground?
6. How does the Colossus/Iron Hawk spotting work?


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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Mon Jul 11, 2005 12:53 am 
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(Rad Bomb) It is a direct fire weapon, and uses the Orbital Barrage Template when it hits instead of the smaller Blast Template.

(Land Train) Total per Land Train

(Flyer) Dropped forgot to remove it, it's removed

(Upgrades) Correct and fixed in list.

(Tunnellers) Yes they can start above ground. Curious, but why would you, nobody has ever thought of even trying it out?

(Iron Hawk Spotting) If the Iron Hawk can see it, then the Colossus Missiles and D'Day Cannon can engage the target even if the Colossus itself cannot see it. (See Iron Hawk Data Intro) Because the Iron Hawk is a scout/skimmer it is more useful in this roll then it looks.

Jaldon

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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Mon Jul 11, 2005 1:35 am 
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Thanks for all the feedback so far.

Still slightly confused regards the Rab Bombs.  Its not a BP weapon but uses the large template?  So every unit under the template is hit with a MW2+ TK(D3) hit?  I can't help thinking that I must be wrong as that would wipe out most formations, wouldn't it?
And I could have 3 in 2700 points?

The reason I asked about the tunellers was that I had the idea to add Moles to a warrior formation.  As a cheap way to toughen up the formation.  They have 4+RA and the warriors can then gain cover from them.  In a FF they go at the front to absorb hits and have 2 FF attacks each.


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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Mon Jul 11, 2005 6:40 am 
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Got it !  Thanks ! :)

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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Mon Jul 11, 2005 9:13 am 
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Quote Clausewitz
Still slightly confused regards the Rab Bombs.  Its not a BP weapon but uses the large template?  So every unit under the template is hit with a MW2+ TK(D3) hit?  I can't help thinking that I must be wrong as that would wipe out most formations, wouldn't it?
And I could have 3 in 2700 points?
End Quote

Yep, they can be real deadly, however the Land Train is limited to just one Bomb Battle Car, and the Land Train itself is limited by the 1/3 WE in points. In a 2,700pt battle that's 900pts in WE, and a single LT costs 350pts, and three of them would be 1,050 points, so the max is two.

Also it is a single shot direct fire weapon which really limits it's overall use, so for 700pts you get a two single shot weapons.

In battles opponents just don't stand in front of the thing when a Squat player fields one, until they are ready to tackle it up close, where the Rad Bomb can becomes as deadly to the LT as the target.

Single Engines pulling a single Bomb BC has been tried before, this puts only two Void Shields to cover the toy, and a DC-5, often the Engine gets dusted real quick and the Bomb BC supressed. Now it is one Void Shield/DC-2, and gets finished off pretty quick after that.

Playtesters have found a bigger Land Train is far more survivable and have gone to building, well bigger ones, then found the Rad Bomb is a nice toy, but as only one is now showing up it is less useful in the long term.

I'll admit the first time a player gets splattered by one they jump and say, "Now That's OTT", but once they realize it's a direct fire weapon, hence avoidable, and a single shot weapon they fear it far less.

The truth is it isn't really used that often, and then mostly for bigger battles.

Well those are my excuses anyways

Jaldon:-)

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 Post subject: Gargants, Stompas and Big Nasty Gubbinz
PostPosted: Mon Jul 11, 2005 9:30 am 
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Land Train (300pts)
1xEngine and any 1xBattle Car
Upgrades: Living Ancestor, Up to 7xBattle Cars

I based my 3 in 2.7k on the 300 point cost listed.  Have I missed something?

With three I would place them near one another and use my first activation to place one of them on over-watch.  See if anything wants to come and try and kill the others then.:D

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