Warlord
The Warlord is the most cunning warrior and the toughest fighter in the army. Squat Warlords lead by example and must be of a heroic nature.
Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
Grand Warlord | 60 | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 10 | 4+ |
Warlord | 45 | 5 | 4 | 4 | 4 | 3 | 4 | 2 | 9 | 4+ |
Weapons: Squat laspistol, frag and krak grenades.
Options: The Warlord may be given additional wargear from the Squat Armoury.
SPECIAL RULES Independent Character: Unless accompanied by a retinue (see below), the Warlord is an independent character and follows all the rules for characters given in the Warhammer 40,000 (3rd edition) rules. Retinue: The Warlord may be accompanied by a retinue of his finest warriors, his personal Hearthguard. |
Warlord's Retinue
Squad: The retinue consists of between 5 and 10 Hearthguard. Weapons: Hearthguard are armed with a Squat laspistol and close combat weapon. Options: Hearthguard are Champions who have been chosen as the Warlord's personal bodyguards. As Champions, they are allowed additional wargear from the Squat Armoury. Hearthguard may be given Exo-Armour at +20 points per model. Battle Standard Bearer: One Hearthguard may be upgraded to a battle standard bearer at the cost of +25 points. The battle standard bearer is armed with a Squat laspistol and carries the army's battle standard. Any Squat Squads with models within 12" of the Battle Standard may reroll failed Morale checks. Any Squat Squad with models within 6" of the Battle Standard may add +1 to their assault result score in an assault. In multiple combats you may only add +1 to the result score no matter how many different Squat Squads are involved. Battle Surgeon: One Hearthguard may be upgraded to a Battle Surgeon at the cost of +20 points. The Battle Surgeon is armed with a Squat laspistol and close combat weapon. The Battle Surgeon allows you to ignore the first failed armour save in the Retinue each turn. Guildmaster Technician: One Hearthguard may be upgraded to a Guildmaster Technician at an additional cost of +18 points. He is armed with a Squat laspistol and close combat weapon, and may be given a power axe at +10 points in addition to any other choices from the Squat Wargear List. The Technician allows you to re-roll one missed to hit roll for shooting by the Command squad each turn. The Guildmaster Technician may be given a Graviton Gun at +10 points. Transport: The squad may be mounted in a Chimera for +95 points or a Termite for +70 points. See the end of the Troops section for details for the Chimera and Termite. |
Living Ancestors
Living Ancestors are Squats of great age and powerful psychic ability.
Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
Living Ancestor Lord | 75 | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 10 | 4+ |
Weapons: Squat laspistol, frag and krak grenades, and force axe (counts as power weapon).
Options: The Living Ancestor Lord may be given additional wargear from the Squat Armoury.
SPECIAL RULES Independent Character: Unless accompanied by a retinue (see below), the Warlord is an independent character and follows all the rules for characters given in the Warhammer 40,000 (3rd edition) rules. Psychic Power - Hammer of Fury: The Ancestor Lord uses this power during the Shooting Phase. The Ancestor Lord unleashes a mighty psychic hammer blow against his foes, smashing them back with supernatural force. Range: 12" Strength 5 AP 2 Assault 1 Vehicles suffer a S5 hit with an extra D6 penetration. Infantry models struck by the Hammer of Fury will be driven backwards 3" directly away from the Ancestor Lord. Moving vehicles struck by The Hammer of Fury will move out of control in their next movement phase. |