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 Engineer’s 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 harm’s 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 it’s 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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