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Troops
TROOPS Warrior Squads
Troop Type Points/Squad WS BS S T W I A Ld Save
Master Sergeant +15 4 4 3 4 1 3 1 9 4+
Warriors 50 4 3 3 4 1 2 1 9 5+
Squad: Consists of one Warrior Sergeant and 7 Warriors. (Due to popular demand you may, as an option, have squads of 4-8 squats at 8 points ea.)
Weapons: Squat Lasguns. The Sergeant may replace his Lasgun for a Squat Laspistol and a close combat weapon at no extra points cost.
Options: One Squat may be armed with one of the following weapons: Flamer +6, Meltagun +15, Plasma gun +8, Heavy Bolter +5, Missle Launcher +10, Lascannon +15, Multimelta +20, Autocannon +20, Plasma Cannon +35, Rail Gun +10. The entire Squad may be equipt with frag and krak grenades at +3 points per model.
Character: The Sergeant may be upgraded to a Master Sergeant for +15pts. The Mstr Sgt. may be equipt with one weapon from the Squat HQ weapon list.
Rhino Squad may be mounted in a rhino at +50 points.
Termite Squad may be mounted in a termite at +65 points.

Sapper Squad
Penetrating deep into the battlefield through quickly dug tunnels, the sappers are a surprise shock force that can easily demoralize the enemy by appearing in their midst.

Troop Type Points/model WS BS S T W I A Ld Save
Sappers 25 4 3 4 5 1 2 1 9 5+
Squad Consists of 4-8 Sappers.
Weapons: Squat Lasguns, Frag Grenades
Options: One Sapper may be armed with one of the following; Flamer +6, Plasma gun +15, Meltagun +8. None may carry Heavy weapons. May be equipt with Krak grenades for 2 pts each.
Special Rules: Deep Strike (If Scenario allows it)

0-2 Mole Morter Squads

Troop Type Points/Team WS BS S T W I A Ld Save
Warrior 30 4 3 3 4 1 2 1 9 5+
Team: Consists of 1 to 3 weapon teams containing a mole morter and 2 warriors.
Weapons: Warriors are armed with Squat Lasguns.
Special rules: Because the morter shell travels underground, there are no cover saves allowed. Further line of sight is not nessicary as long as at least one member of the Squat army can see the target. The sheer nature of an underground traveling morter causes it to be a bit unpredictable. The shell may strike a dense mineral deposit, or richochet off some granite, or simply be mis-aimed. To account for this, roll scatter dice. On a misfire it simply didnt surface. On a hit misfire the shell drill didn't work properly or the morter was set on a particularly rough section of ground. the mole morter is destroyed and determine a hit as if a mole morter shell had exploded, centered on the morter.
Also, sometimes a shell is deeper then others when it explodes. Therefore roll a d6 to determine the strength of the blast.

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