1 WARLORD |
|
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Warlord |
80 |
6 |
5 |
4 |
5 |
3 |
4 |
3 |
10 |
4+ |
The Warlord is the center of a Squat army. He
commands the entire Brotherhood army, giving orders and fighting amongst his men in the
thick of battle. 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.
Wargear: The Warlord is allowed
equipment from the 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.
Bodyguard: The Warlord may have a
Bodyguard made up of Hearthguard. See the entry below. |
LIVING ANCESTOR |
|
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Living Ancestor |
45 |
3 |
2 |
3 |
5 |
1 |
2 |
1 |
10 |
5+ |
Living Ancestors are Squats of great age and powerful
psychic ability.
Wargear: The Living Ancestor is
allowed equipment from the Armoury.
SPECIAL RULES Independent Character: Unless accompanied by a retinue
(see below), the Living Ancestor is an independent character and follows all the rules for
characters given in the Warhammer 40,000 (3rd edition) rules.
Old and Slow...: The Living Ancestor
is an ancient Squat, one who is getting old and nearing the end of his life. He can
only move 3" in the movement or assault phase.
Psychic Powers: Ancestor Lords have a
variety of powers they may have, depending on their ancestral line. Roll a D6 and
consult the following chart to see which power the Living Ancestor gets:
- Aura of Resistance - The Living Ancestor gains a 4+ save
against any psychic attacks.
- Jinx - One enemy model within 24" of the Living Ancestor
is jinxed for a turn, and suffers a -1 penalty to one roll dictated by the Squat player.
- Smash - The Living Ancestor smashes his foe with the stength
of his mind. This counts as a shooting attack with a range of 24", causing a S6
hit with an AP2.
- Cure Wounds - The Living Ancestor uses his power to heal the
wounds of another. One Squat within 18" regains one lost Wound. This may
even be used on a Squat that was removed in the last turn as a casualty.
- Stasis - The Living Ancestor uses his mind to create a psychic
stasis field around an enemy model (but not a vehicle) within 24". The enemy
model may do nothing while the Living Ancestor is still alive, and cannot be assaulted or
hurt by any weapons fire. The Living Ancestor may remove the stasis field at any
time. Note that this does not count as killing the enemy model for game purposes, so
no VPs are awarded if the model is still alive at the end of the game.
- Strength of Mind - The Living Ancestor fortifies the minds of
a nearby squad of Squat Troopers. One Squat squad within 24" of the Living
Ancestor is allowed to reroll all of its Ld tests for the following turn.
|
HEARTHGUARD |
|
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Hearthguard |
16 |
5 |
4 |
4 |
4 |
1 |
3 |
1 |
9 |
4+ |
The Hearthguard are dedicated to protecting their Warlord
and their stronghold. They will fight to the death to make sure that no harm comes
to their keep.
Squad: The retinue consists of between 3 and
5 Hearthguard.
Weapons: Hearthguard are armed with a
laspistol and close combat weapon.
Options: Any member of the squad may replace
his laspistol and close combat weapon with a lasgun at no extra cost, or a boltgun at +1
point per model.
Up to two models may be given a plasma gun or meltagun at +10
points each.
Hearthguard may be given Exo-Armour at +25 points per model.
The Leader is allowed to have equipment from the Armoury.
Banner Bearer: One Hearthguard may be
upgraded to a battle standard bearer. He is allowed to purchase an Ancestral Banner
at +20 points.
Battle Surgeon: One Hearthguard may be
upgraded to a Battle Surgeon. He is allowed to purchase a Medi-Pack for +20 points.
Transport: The squad may be mounted in
a Rhino at +50 points or a Termite for +90 points. See the end of the Troops section
for details for the Rhino and Termite.
SPECIAL RULES Honour in Duty: Hearthguard will guard their keep with
their lives, remaining on the battlefield even if all others have fled. They count
as Fearless as long as the Warlord or Living Ancestor they are protecting is still alive. |
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