SQUAT WARGEAR
Haywire Grenades: Haywire
grenades are used to disable the electronic components in an opposing army's vehicles.
They can only be used against vehicles. A model making an attack with these
grenades may only make one attack, regardless of Attacks characteristic or any other
factor. If the attack hits, roll a D6: 1=no effect; 2-5=glancing hit;
6=penetrating hit. A Haywire grenade may only be used against a Dreadnought if it
has already been immobilized or stunned.
Scanner: A scanner is used to detect hidden enemy troops. If enemy
infiltrators set up within 4D6" of a model with a scanner, then that model is allowed
to take a 'free' shot at them (or sound the alarm in a Raid scenario). If the model is
part of a unit then the whole unit may shoot. These shots are taken before the battle
begins, and may cause the infiltrators to fall back. The normal shooting rules apply.
Targeter: Models equipped
with a targeter are allowed to pre-measure the range to a target before they decide who to
shoot at in the shooting phase.
Medi-Pack: Medi-packs allow you to ignore the first failed saving
throw each turn for the unit that the character is with. The Narthecium may not be used on
any model who has been unfortunate enough to suffer 'Instant Death' (e.g., hit by a weapon
with twice its Toughness) or that has been hit by a weapon that allows no save. It may
also not be used if the character is in base contact with an enemy model.
Ancient Relic: A model bearing an ancient relic may reveal
it once per battle. This may be done at any time, as long as the model with the relic does
not move during the same turn it is revealed. On the turn the relic is revealed all Squats
within 2D6" get a +1 Attack bonus for the rest of that turn. Note that the relic may
be revealed in an opposing player's turn if you wish.
Force Weapon: Force weapons are potent
psychic weapons that can only be used by a trained psyker such as a Librarian. They are
treated as a power weapon, but can unleash a psychic attack that can kill an opponent
outright. Roll to hit, to wound and to save as normal. Then, as long as at least one wound
has been inflicted, make a Psychic test for the psyker against one opponent wounded by the
weapon. The normal rules for using psychic powers apply, and you can not use another
psychic ability in the same turn. If the test is passed then the opponent is slain
outright, no matter how many wounds it has (but count the actual amount inflicted for
determining which side won the assault).
Bionics: Bionics allow
a Squat who has suffered a crippling injury to return to service, but are unlikely to
improve or enhance his abilities. However there is a chance an attack or shot will hit a
bionic part causing less damage, e.g. a shot that would cripple a leg will only cause mild
damage to a bionic leg. To represent this, if a model with bionics is killed, instead of
removing it, place the model on its side. Roll a D6 at the start of the next turn: on a
roll of a 6 the model is stood back up with 1 wound, but on any other roll it is removed
as a casualty.
Combi-weapons: These
are basically two weapons joined together, giving the Squat a choice of two weapons to
fire instead of one. A Squat who is armed with a combi-weapon may choose which of the
weapons he is going to use in the shooting phase. The bolter may be fired any number of
times, but the other weapon may only be fired once per battle. Note that you may not
choose to fire both weapons at once.
Powerboards: Powerboards
allow models to move 12" per turn in the movement phase, and ignore difficult terrain
as they move. Characters leading a Hearthguard Bodyguard or who are part of a unit can
only use a Powerboards if all models in the unit have jump packs.
Master-Crafted Weapons: A
master-crafted weapon follows the normal rules for the weapon, except that you may re-roll
one failed to hit roll per turn. Master-crafted weapons are taken as an upgrade for a
weapon that is already being carried by a model and should be represented by a suitably
ornate weapon on the model itself. Please note that you may not master-craft
grenades!
The cost listed in the
Wargear section is in addition to the cost of the weapon itself leg a master-crafted power
weapon costs 15+15=30 pts). However, only the upgrade costs are taken against the 100
points limit on wargear for a model (so the master-crafted power weapon above would count
as 15 points against the 100 points limit, not 30 points).
Ancestral Banner: Add
+1 to the Squat combat resolution score of any assault that takes place within 6" of
an ancestral banner. However, if the model bearing the banner is slain in close combat,
then the enemy model that slew him captures the banner and gets the bonus from then on. It
is possible for a banner to change hands several times in a single battle, as long as the
model holding the banner is slain in close combat each time.
Servo-Arm: Many Squat
Engineers are equipped with a powerful servo-arm that can be used to carry out hasty
battlefield repairs. The servo-arm counts as a power fist in close combat. It always hits
on a 4+ and is rolled separately from the Engineers own Attacks. In addition it may
be used at the start of any Squat turn to repair an immobilized vehicle that is in base
contact with the Techmarine. On a D6 roll of a 6 the vehicle is repaired and may move
normally.
Signum: The signum is
a special form of communication device that allows the Techmarine to access a myriad of
useful battlefield targeting information, and then pass it on to his fellow battle
brothers. In game terms it allows you, each turn, to re-roll one missed to hit shooting
roll for the Hearthguard Bodyguard that the Techmarine belongs to.
Squat Bike: Squat
bikes are fitted with twin-linked bolters and increase the rider's Toughness by +1 point.
Squat characters that have a Hearthguard Bodyguard or are part of a unit may only be given
a bike if all of the models in the unit are also on bikes.
Exo-Armour: Due to the
powerful exo-skeleton and power sources built into their armour, Squats in Exo-armour are
capable of moving and firing with heavy weapons. On the other hand, this armour is
somewhat heavy and cumbersome so Exo-Armoured Squats are not able to pursue a more lightly
armoured foe when they flee. To represent this, Squats in Exo-Armour that win a close
combat may only consolidate, they will not be able to advance.
A model wearing Exo-armour has a 2+ armour
save with a 5+ invulnerable and adds +1 to its A , Attacks characteristic. Also, any model
wearing Exo-armour can be teleported onto the battlefield, and set up using the Deep
Strike rules, but only if the mission allows for Deep Strike to be used. If the mission
does not allow troops to use the Deep Strike rules then the model must set up normally
with the rest of the army.
Conversion Field: The
Conversion Field contains a device that converts harmful kinetic or electromagnetic energy
into a blinding flash of light, giving the wearer a 4+ Invulnerable same that may be taken
instead of its normal armor save. All other models in base contact (friend and
foe!) with the wearer must make their regular saving throw (armor, invulnerable, cover,
etc) or have their Weapon Skill reduced by ½ for the rest of the turn. Note that models
may only select one Field from the Wargear list.
Displacer Field: The
Displacer Field contains a device that detects possible injury to the wearer, and
activates a miniature warp-jump engine to move the wearer out of harms way. This
device gives a 3+ Invulnerable save that may be used instead of taking a normal
armor save. Take these saves as normal, but at the end of the Shooting or Assault Phase
(assuming the model is still alive!), roll the Scatter die and move the model in that
direction D6 inches (use the small arrow if a "Hit" is rolled). If the scatter
movement would move the model off the table edge, or into a scenery section like a rock,
roll again. If this moves the model into base contact with any enemy models, place it
1" away from them. Note that models may only select one Field from the Wargear list.
Power Field: A
Power Field generates a powerful energy bubble around the user, giving the wearer a 2+
Invulnerable same that may be taken instead of its normal armor save. This save can only
be used against ranged attacks in an Assault, the enemy is inside the area of the
energy bubble and the field can offer no help. The device is bulky as well, and the wearer
will suffer 1 Initiative. Note that models may only select one Field from the
Wargear list.
Stasis Grenade (one use only):
This grenade type is used by a model right after it has Fallen Back from loosing an
Assault. It emits a shower of graviton particles on detonation, slowing down the enemy
reaction. All enemy units involved in the Assault may only Consolidate, and cannot not
Pursue.
Commlink: Communications
between Squat units on the battlefield are dealt with by Squats trained to use special
comm-links. The size and appearance of a commlink depends on its place of origin but
in game terms they all have the same effects.
If a Squat Warlord has a comm-link, then
one squad per turn whose leader also has a comm-link may use the Leadership value of the
Warlord, no matter where they are located on the battlefield. You may choose to use
the comm-link at any time (even if the Warlord is in reserve).
Plate Armour: Plate
armour is similar to Imperial carapace armour in design and function. It consists of
a series of heavy metal plates attached to a mesh body suit. Plate armour gives its
wearer a 4+ armour save.
SQUAT WEAPONS
Weapon |
Range |
Strength |
AP |
Type |
Special |
Hand Flamer |
Template |
3 |
6 |
Pistol |
|
Webber |
12" |
- |
- |
Assault 1 |
See description |
Needler |
18" |
X |
6 |
Assault 1 |
See description |
Graviton Gun |
24" |
- |
- |
Heavy 1 |
|
Stub Gun |
12" |
3 |
- |
Pistol |
|
Neuro-Disruptor |
12" |
8 |
1 |
Assault 1 |
Roll against Ld to wound |
Needle Pistol |
12" |
X |
6 |
Pistol |
See description |
Webber: Web Guns (also
commonly known as Webbers) fire a compressed mass of thin plaswire at the target, which
explodes into a large web on contact. An enemy model hit by a Webber must roll under their
Strength (a 6 always fails) or be entangled by the webbing. If they roll equal to or
above, they are unaffected, but if they fail place the model on its side. While
webbed, the model cannot move, and cannot fight back in an Assault. It may test at the
start of each of its turns to free itself; if it succeeds then it may move & fight as
normal. Multiple hits from a webber have no cumulative effect, and models still webbed at
the end of the game do not count towards enemy casualties for Victory Points as they are
still very much alive (just not kicking).
Hand Flamer: This is a
smaller, more compact version of the regular flamer seen widely in Imperial forces. It can
be used to fire a template area effect shot, with the profile below, but can also be used
in close combat like a regular pistol.
Graviton Gun: This arcane
rifle fires a stream of graviton particles, which disrupt the gravimetric field around the
target. Infantry, cavalry, bikes, and vehicles (except Skimmers) hit once by a Gravitron
Gun move as if always in Difficult Terrain (even if it can ignore Difficult Terrain).
Non-vehicle models already in Difficult Terrain when effected now can only roll 1D6 for
movement. When hit twice or more, the model cannot move that turn and counts as
Immobilized; it will still count as having moved though for weapon fire rules though.
These effects last the rest of the game. Normal vehicles hit more than once suffer no
additional penalty. Skimmers hit by a Graviton gun take an automatic Glancing Blow hit
(roll a D3 for the result on the table though) as the graviton particles disrupt their
anti-grav drives, but have no other lasting effects.
Needler: Also known
as a Needle Gun, it has the same effects as a Sniper Rifle but is shorter range and not as
accurate. It still wounds automatically on a 4+, but the bearer must roll to hit as
normal. Units hit must still test for pinning as per the normal Sniper Rifle rules.
Needle Pistol: A needle
pistol is a small, one handed. version of a needler. It uses the same rules as the
needler to wound and for pinning.
Stub Gun: A stub gun is a
semi-automatic pistol similar to those used in the 20th century. They are
mechanically simple, and easy to fix if they should ever get damaged. Stub Guns are
favored by Engineers who have not yet had the time or experience to build a better weapon.
Neuro-Disruptor: A
Neuro Disruptor is an extremely advanced weapon. It uses a series of high technology
circuits and delicately cut crystals to launch a different sort of attack from most
weapons: The neuro-disruptor attacks the mind. In game terms, the
neuro-disruptor counts as having a Str. 8, but you do not roll against the Toughness as
normal. Instead, roll against the target's Ld characteristic to wound it, as if its
Ld was its Toughness.
VEHICLE UPGRADES
Extra Armour: Some
Squat vehicle crews add additional armour plating to their vehicles to provide a little
extra protection, Vehicles equipped with extra armour count 'crew stunned' results on the
Vehicle Damage tables as a 'crew shaken' result instead.
Hunter-Killer Missile: Hunter-killer
missiles are a common upgrade for Imperial vehicles. They are treated as a krak missile
with unlimited range and can only be used once per battle.
Searchlight:
Searchlights are only of any use in missions where the rules for night fighting are being
used. They allow one enemy unit spotted by the vehicle to be fired at by any other Squats
that are in range and have a line of fire (the enemy unit has been illuminated by the
vehicle's searchlight). However, a vehicle that uses a searchlight can be fired on by any
enemy units in their next turn, as they can see the searchlight shining out into the dark.
Smoke Launchers: Some vehicles have
small launchers mounted onto them that carry smoke charges (or a more sophisticated
equivalent in the case of skimmers). These are used to temporarily hide the vehicle behind
concealing clouds of smoke especially if the vehicle is moving out in the open. Once per
game, after completing its move, a vehicle with smoke launchers can trigger them (it
doesn't matter how far it moved). Place some cotton wool around the vehicle to show it is
concealed. The vehicle may not fire in the same turn as it used its smoke launchers, but
any penetrating hits scored by the enemy in their next shooting phase count as glancing
hits. After the enemy's turn the smoke disperses with no further effect.
Crew Escape Mechanism: The
vehicle is fitted with protective devices, such as additional escape hatches, which
increases the crew's chance of escaping if the vehicle is destroyed. If the vehicle
is destroyed, D3 crew members survive. They form a small unit placed within 2"
of their vehicle. Each one is armed with a lasgun or laspistol and has the same
stats as a basic Squat. They are considered to be below half strength for purposes
of morale checks, claiming table quarters, etc. They are worth zero victory points
on their own but their vehicle counts only as being damaged for victory point purposes
while the crew lives.
Mine
Sweeper: The
vehicle is fitted with a heavy dozer blade or some other device used to clear minefields.
It can enter a minefield without being attacked. Any minefield that the
vehicle moves across is cleared and removed from play.
Rough Terrain Modification:
This is a catch-all category for the many upgrades that help vehicles move through
difficult terrain, such as dozer blades. They allow a vehicle moving no further than
6" that turn to re-roll a failed Difficult Terrain test.
Track Guards: Track guards
protect the vulnerable track mechanism of an armoured vehicle. The vehicle treats
Immobilised results as Crew Stunned instead, on a D6 roll of 4+.
Supercharged Engines:
The vehicle is fitted with engines that have been souped-up to hit speeds much faster than
it was ever meant to achieve. The vehicle is allowed to move a further 6" every
turn. This does not count against shooting or embarking/disembarking.
Termite Maneuvering Thrusters:
Most Termites are not made for maneuvering around the battlefield, and so end up
staying in place once they have emerged from underground. Some Termites are upgraded
with Termite Maneuvering Thrusters. These allow Termites to move as a normal vehicle
once they have emerged from the ground.
Electro-Hull: The
vehicle's hull is protected from an assault by an electrical field. When a unit or
character assaults the vehicle, they must take an Initiative test. If it is failed,
the unit or character must be moved back so that they are 2" from the vehicle.
Frag Defenders: Frag
defenders are an altered form of smoke launchers. Instead of launching smoke
grenades outwards from the vehicle, they fire frag grenades straight up over the vehicle,
showering anyone around the vehicle with thousands of fragments of metal. Any model
in contact with the vehicle when frag defenders are activated will take a S4 hit with AP5.
Frag defenders may only be used twice per battle, and may not be used on
Open-Topped vehicles.
Ablative Armour: The vehicle
is fitted with extra armour plates covering various areas of its hull. When a
vehicle is hit by an attack that causes damage (ie, anything except Crew Shaken/Stunned),
the ablative armour absorbs the shot and no damage is done to the vehicle. Ablative
armour will only stop one penetrating hit; after that it is destroyed in that facing. |
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