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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