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THUNDERER
SQUAD |
Troop
Type |
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Thunderers |
9 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
6+ |
Leader |
15 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
6+ |
Squat armies usually include some heavy
firepower in the form of Thunderer Squads. They help the advance of the army by
laying down covering fire.
Squad: A Squad consists of 1 Leader and between 2 and
4 Thunderers.
Weapons: The Thunderers are armed with lasguns.
The Leader is equipped with a laspistol, close combat weapon, and commlink.
Options: Any of the Thunderers may be
equipped with one of the following heavy weapons: a heavy bolter at +10 points, an
autocannon at +20 points, a heavy stubber at +4 points, a multi-melta at +20 points, a
missile launcher at +15 points, a lascannon at +15 points, a plasma cannon at +20 points,
or a multi-laser at +20 points.
The Leader may be given equipment from the Armoury.
BROTHERHOOD
WEAPON TEAMS |
Troop
Type |
Points/Team |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Troopers |
20 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
6+ |
Along with the Thunderer Squads, Squat
armies usually include Brotherhood Weapon Teams, manning some heavy weapons which sit
behind the main battle line.
Squad: A Squad consists of between one and three
weapons teams, each consisting of 2 Troopers.
Weapons: The Troopers are armed with lasguns.
Each weapon team must be given on of the following support weapons at the cost indicated:
- Tarantula: see below for cost
- Rapier: see below for cost
- Mole Mortar at +50 points
- Thudd Gun at +60 points
See below for full rules for each weapon.
Options: Any of the Troopers may replace his
lasgun for a laspistol and close combat weapon at no additional cost.
Tarantula
Weapon Platform |
Weapons: You must equip each Tarantula with
one of the following weapon mounts. The weapons count as being twin-linked. Lascannon at +30 pts
Heavy Bolter at +15 pts
Missile Launcher with at +25 pts
Multi-Melta at +30 pts
Plasma Cannon at +30 pts
Grenade Launcher at +15 pts
Weapons: You must equip each Tarantula with
one of the following weapon mounts. The weapons count as being two twin-linked
weapons of the type listed. Lascannon at +60 pts
Multi-Melta at +60 pts
Multi-Laser at +50 pts
Mole Mortar Cost |
Weapon |
Range |
Str |
AP |
Type |
Tunnel Torpedo
(Ground Burst/Air Burst) |
G12-48" |
4/3 |
5 |
Heavy 1
Blast/Ordnance |
SPECIAL RULES: Mole Mortars must remain stationary to fire, though it can be
fired in any direction desired. The crew can pick it up and move it 6" in movement
phase, but cannot move it in the Assault phase.
Firing Procedures:
Mole Mortars operate much like a regular Barrage weapon, but have a minimum distance of
12" for the Guess range.
Once the distance is measured, roll the Scatter die and 2 D6 at the Guessed location.
If at least one Operator has Line of Sight to the target spot then the shot will still
scatter as per rules below, but only ½ of the distance rolled rounding up.
Subterranean explosion If a Hit, place Blast Template at that location &
work out explosion as below. If an arrow, move the template the distance of the higher of
the two dice rolls (Mole Mortars are not very accurate!). The Torpedo then explodes just
below the surface, creating a crater the size of the Blast template which remains in play
for the rest of the game. These craters act as Difficult Terrain and offer a 5+ Cover Save
to any models in or behind them, but do not block Line of Sight. All models covered or
touching the template take a Strength 4 hit at AP5. Any unit that suffers casualties in
this manner is Pinned automatically, unless they are immune from Pinning.
Airburst! If Doubles are rolled, the torpedo has emerged into the air and
exploded, spraying shrapnel all around! Scatter the template as per the roll, but use
Ordnance template to represent the huge airburst. Any models covered or touching the
template take Strength 3 hit at AP5. No crater is created for an Airburst. Units suffering
casualties in this manner take Pinning checks as per normal Barrage Pinning rules
(note it is not Ordnance Pinning, even though that template is used for the area of
coverage). |
Thudd Gun Cost |
Weapon |
Range |
Str |
AP |
Type |
Quad-launcher |
G12-48" |
6 |
5 |
Heavy (2+D3)
Blast |
SPECIAL RULES: While self-propelled, Thudd Guns must remain stationary to fire.
It can move up to 6" in Movement Phase (in the same manner as regular infantry) if
desired though.
Thudd Guns operate much like a regular Barrage weapon, but have a minimum distance of
12" for the Guess range. If at least one Operator has Line of Sight to the target
spot then the shot will still scatter as per rules below, but only ½ of the distance
rolled.
Firing Procedures:
Thudd Guns Fire a Salvo of 2+D3 Barrage shots, but each will scatter from the previous
template, rather than all scattering from the first shot. Place the first marker as
normal, and generate second marker placement as per normal Salvo rules on page 58 of the
Warhammer 40K Rulebook. Then scatter the third template from the location of the second,
and so on. This may result in some models being covered by multiple templates; in this
case they only are effected by a single hit. |
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