HQ
Warlord
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
ld |
Save |
0-1 Warlord |
70 |
5 |
4 |
5 |
5 |
3 |
4 |
3 |
10 |
4+ |
Weapons:
Squat Laspistol
Options:
May be given up to Two weapons from the Squat HQ Weapon List.
May be equipt in Exo-Armor
+11pts. If so then his weapons are replaced with a bolter and a power axe.
Gives a 3+save.
May be mounted on a bike
+20pts.
Special
Rules
Independant
Character: Unless accompanied by a Retinue of Hearth Guard,
the Warlord is an Independant Character and follows the applicable rules.
Retinue:
Warlord may be accompanied by his Hearth Guard.
HearthGuard
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
HearthGuard |
15 |
4 |
4 |
3 |
4 |
1 |
3 |
1 |
10 |
4+ |
Squad:
Between 4 and 9 Hearth Guard.
Weapons:
Squat Laspistols
Options:
Up to 4 Hearth Guard may be equipt with the following Weapons; Hvy Bolter
+10, Lascannon +15, Multi Melta +20, Auto Cannon +20, Plasma Cannon +35,
Rail Gun +15. May all be equipt in Exo-armor IF the Warlord is also so
equipt +11pts, (+3sv, weapons are bolter, power Axe.) May be mounted on
a bike +20pts if Warlord is so mounted.
Engineer Guildmaster
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
0-1 Guildmaster |
40 |
4 |
4 |
4 |
5 |
2 |
3 |
2 |
10 |
4+ |
Weapons:
Squat Lasgun
Options:
May be given up to two weapons from Squat HQ list. May be mounted on a
bike +20pts.
Special
Rules:
Independant
Character: As above, but with no retinue.
Technical
Knowhow: A Guildmaster knows his weapons. Therefore he may reroll
one missed weapon roll per turn.
Ancestor Lord
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
0-1 Ancestor Lord |
100 |
6 |
5 |
5 |
6 |
4 |
4 |
4 |
10 |
4+ |
Weapons:
Squat Laspistol
Options:
May be equipt with up to two choices from the HQ weapons list. May be mounted
on a bike +20pts. May be equipt with Exo-armor for +11 pts.
Special
Rules:
Independant
Character (As
normal, may also be equipt with a retinue of up to 2 HearthGuard)
May
choose ONE of these powers at the beginning of the game.
Physic
Power: Hammer of Fury The Ancestor Lord unleashes a mighty
physic hammer of force that scythes through the enemy.
Range: 12" Str:5 AP:2 Assault:3
Physic
Power: Domination The Mighty mind of the Ancestor Lord
is brought to bear on the enemy. Use during the shooting phase, may not
be done in the same phase as Hammer of Fury. Ancestor Lord can make
one enemy model within 15" make a Ld Roll. If failed then Enemy makes one
non-self destructive action as dictated by the Squat Player. (Shoot friendly
model, move out of cover etc...)
Psychic
Power: Force Dome During the Assault Phase the Ancestor
Lord may cast a force dome anywhere within 24" of himself. Use the 2nd
edition template or a 4"template. This dome lasts for 1 turn and blocks
Line of sight, movement, etc... Can be destroyed by rolling a model's St
or less on 2d6.
Ancient
Lore: An Ancestor Lords wisdom is legendary so he is often called
on by the warlord to make strategic and tactical suggestions. The Ancestor
Lord adds 1d6 to the Strategy Rating Roll when he is present in an army.
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