WARHAMMER 40,000 - The Squats: Army List by Vince Fowler
Part Two - The Army
List
Iron Will: Squats have an
indomitable will and tend to shrug off wounds that would incapacitate even
a space marine. Therefore, when a model is wounded roll a dice
immediately (after armor saves). If a 6 is rolled the model may ignore the
wound. This is in addition to the armor save of the figure.
Short Legged: Squats only move 4² in the movement phase. They may still
assault 6².
Forward March: A unit may march double time to cover more ground. To
do this a unit forfeits its firing phase and moves an additional D6²(a
roll of 5 or 6 is re-rolled). Note that any unit that marches cannot fire
in the Firing phase. They may still assault.
Who Needs Speed?: Squats do not use fast attack units in their army
organization; in fact, they become severely ill at high speeds. Instead,
they rely on hard, solid troops. In place of fast attack options, a Squat
army may take an elite choice. (ie. you may have up to six elites)
HQ options:
Leaders WS
BS S T W I
A Ld Sv
Guild Lord 5
4 5 5 3
3 3 10 5+
50 pts Lord of the Mines
5 4 5 5 2
3 2 10 5+
40
pts Lord of the
Halls 4 4 5 5
1 3 2 10 5+
30
pts
Special: Independent character
Retainer Squad: May be accompanied by Guildsmen Retainers
Options: May take wargear from the Squat armory
Toughest of the Bunch: Iron will rolls will succeed on a 5+
WS
BS S T W I A
Ld Sv Runesmith
4 4 5 5 2 3
2 10 5+ 60 ptsChoose
one Runesmithıs psychic
power from the Special: Independent character
Wargear
chart
Retainer Squad: May be
accompanied by Guildsmen Retainers
Options: May take wargear from the Squat armory
Toughest of the Bunch: Iron will rolls will succeed on a 5+
WS
BS S T W
I A Ld
Sv Grudgebearer
5 4 5
5 2 4
2 10 5+ 60
pts
Special: Independent character
Retainer Squad: May be accompanied by Guildsmen Retainers
Weapons: Carries the following wargear: Bane blade; Black
shield, Flame pistol
Options: May take the Book of Grudges from the Squat armory
Bane
Blade: Forged by Master smiths and filled with coruscating energy from
Runesmiths, the bane blade wounds on a 2+ and allows no save if a 6+ is
rolled to wound. Black
Shield: The black shield is a highly advanced cloaking and disruption
field. Enemies may only hit on a roll of 5+ in ranged or close combat. Toughest of the Bunch: Iron
will rolls will succeed on a 5+
Guildsmen
Retainers WS
BS S T W
I A Ld Sv Guildmaster
4 3 5 5
2 4 2 9 5+
20 pts 3 - 5
Guildsmen 4 3 5
5 2 4 2 8
5+ 18 pts
Armament: All armed with core rifles
Options: One Guildsmen may exchange his core rifle for a
heavy weapon at the following costs-
Heavy bolter 15; Flame cannon 25; Autocannon 25; Heavy Flamer
10;
Sand Blaster 15
Up to two Guildsmen may be armed with special
weapons at the following costs-
Satchel rifle 5; Melta gun 10; Flamer 2;
Vulcan rifle 10.
Special:One Guildsman may be upgraded to a
Loremeister.
One Guildsman may be upgraded to a
Smith
One Guildsman may be upgraded to an
Engineer
The Loremeister, Smith, and Engineer may take wargear from the Squat
armory and each may be attached to another squad.
The Guildmaster may take wargear from the Squat armory.
Transport: May take a Tunneler transport for 60 pts
May be given frag grenades at 1 pt per model and/or krak at 2 pt per
model
Elite options: Old
Guard WS
BS S T W
I A Ld Sv Guildmaster
4 3 5 5
2 4 2 9
5+ 20
pts 3-5
Guildsmen 4
3 5 5
2 4 2 8
5+ 18
pts
Armament: Core
rifles. The Journeyman is armed with a derringer and a c.c.w, but
may take a core rifle instead. Options: One
Guildsmen may exchange his core rifle for a heavy weapon at the following
costs-
Heavy bolter 15; Flame cannon 25;
Autocannon 25; Heavy Flamer 10;
Sand Blaster 15
Up to two Guildsmen may be armed with special weapons
at the following costs-
Satchel rifle 5; Melta gun 10; Flamer
2; Vulcan rifle 10. Transport: May take
a Tunneler transport for 60 pts
May be given frag grenades at 1 pt per
model and/or krak at 2 pt per model
Weapons: Right arm is armed with one of the following weapons
at the given cost:
Flame Cannon 25; Twin - linked Heavy Bolter 30; Dual
Autocannon 40; Sand Blaster 20.
The left
arm is armed with a Dreadnought close combat weapon.
Options: The Dreadnought may be equipped with any of the
following vehicle upgrades for the costs listed in the Squat armory: Smoke
launchers; Reactive armor; Infrared scanner
The Dreadnoughtıs close combat weapon may be upgraded to an
additional heavy weapon from the list above at the related cost. This
reduces the dreadnoughtıs strength to 5. The
dreadnoughtıs ranged weapon may be exchanged for a dreadnought close
combat weapon at no additional cost.
Sappers
0 - 2 WS
BS S T W
I A Ld Sv Demolitionist 3 3
5 5 1
3 1 9
5+ 15
pts 3 - 5 Sappers
3 3 5 5
1 3 1
8 6+ 12
pts
Weapons: Armed with derringers and c.c.ws. The Demolitionist
is armed with a derringer and c.c.w.
Special: Explosives- Iron Will does not apply to
sappers or demolitionists. Instead, when a sapper dies in close
combat he causes a S5, AP5, 3² blast explosion on a D6 roll of 3+. If a
sapper is killed outside of close combat he will cause the same
result on a D6 roll of 6. All models touched by blast
are hit.
The Demolitionist may take wargear from the Squat armory.
Fearless: Sappers and demolitionists are immune to
psychological effects. They never have to take a leadership test.
Transport: May take a Tunneler transport for 60 pts
May be given frag grenades at 1 pt per model and/or fire bombs at 5
pt per model
Grenadiers WS
BS S T W
I A Ld Sv Master Grenadier
4 3 4 5
1 3 1
9 5+ 18
pts 3 - 5 Grenadiers
4 3 4 5
1 3 1
8 5+ 18
pts
Armament: Satchel rifles. The Master Grenadier is armed with
a satchel launcher.
Options: One Grenadier may exchange his satchel rifle for a
heavy weapon at the following costs-
Heavy bolter 15; Flame cannon 25;
Autocannon 25; Heavy Flamer 10;
Sand Blaster 15
The Master Grenadier may take wargear from the Squat armory.
Transport: May take a Tunneler transport for 60
pts
May be given frag grenades at 1
pt per model and/or krak at 2 pt per model
Troop options:
Core
Squad WS
BS S T W
I A Ld Sv Journeyman
4 3 4
5 1 3
1 9 5+
15 pts 3 - 5 Apprentices
4 3 4 5
1 3 1
8 5+ 15
pts
Armament: Core
rifles. The Journeyman is armed with a derringer and c.c.w, but may
take a core rifle instead.
Options: One apprentice may exchange his core rifle for a
heavy weapon at the following costs-
Heavy bolter 15; Flame cannon 25; Autocannon 25; Heavy Flamer
10;
Sand Blaster 15
One apprentice may take a special weapon at the following
costs-
Satchel rifle 5; Melta gun 10; Flamer
2; Vulcan rifle 10
The Journeyman may take wargear from the Squat armory.
Transport: May take a Tunneler transport for 60 pts May be given frag grenades at 1 pt
per model and/or krak at 2 pt per model
Miners0-3 WS
BS S T W
I A Ld Sv Journeyman
4 3 4
5 1 3
1 9 5+ 15
pts 3 - 5 Miners
4 3 4 5
1 3 1
8 6+ 18
pts
Armament: Core rifles. The
Journeyman is armed with a derringer and c.c.w, but may take a core rifle
instead.
Options: Two miners may take a
special weapon at the following costs-
Satchel rifle 5; Melta gun 10; Flamer
2; Vulcan rifle 10.
Miners may take a mole mortar for 60
points if they are not mounted in a tunneler transport. Only one
squat is required to crew the mole mortar.
Special: Deep strike- Miners are allowed to deep
strike if mounted in a tunneler.
The Journeyman may take wargear from the Squat armory.
Transport-Miners may be mounted in a tunneler
transport for 40 points.
May be given frag grenades at 1 pt per model and/or krak at 2 pt per
model
Iron
Arm Squad WS
BS S T W
I A Ld Sv Journeyman
4 3 4 5
1 3 1
9 5+ 15
pts 3 - 5 Iron Arms
4 3 4 5
1 5 1
8 5+ 15
pts Armament:
Derringers and c.c.wıs
Options: Anyclose
combat weapon may be exchanged for a power weapon at a cost of 10 pts
.
One Iron Arm may be armed with special weapons at the following
costs-
Satchel rifle 5; Melta gun 10; Flamer 2; Vulcan rifle 10
The Journeyman may take wargear from the Squat armory.
Transport: May take a Tunneler transport for 60 pts
May be given frag grenades at 1 pt per model and/or fire bombs at 5
pt per model.
6
Heavy Support options:
Thudd
Gun WS
BS S T W
I A Ld Sv Journeyman
4
3 4 5
1 3 1
9 5+ 15
GunCrew: 3-5
Artillerists 3 3 4
5 1 3
1 8 6+
12 Thudd Gun 40
pts
Weapons: Thudd Gun;
crew are armed with Core Rifles
Mole
Mortar WS
BS S T W I
A Ld Sv Journeyman
4
3 4 5 1
3 1 9 5+ 15
GunCrew: 3-5 Artillerists 3 3
4 5 1 3
1 8 6+ 12
Mole Mortar
40
pts
Weapons: Mole
Mortar; crew are armed with Core Rifles.
Mortar Tank Mortar Tank
F12 S10 R10
B3 120pts
Type: Tank Crew: Squats
Weapons: Flame Mortar; Hull Mounted Heavy Flamer
(May be exchanged for a sand blaster at a cost of 5
pts.)
Options: The Mortar tank may be equipped with any of the
following vehicle upgrades for the cost listed in the Squat armory: Smoke
launchers; Reactive armor; Armored treads; Grinding bit; Infrared scanner;
Hatch mounted vulcan rifle.
Transport options: Tunneler Tunneler
F12 S10 R10
B3 60 pts
Type: Tank, Tunneler Crew: Squats
Weapons: Sand Blaster
Options: The Tunneler may be equipped with any of the
following vehicle upgrades for the costs listed in the Squat armory: Smoke
launchers; Reactive armor; Armored treads; Grinding bit; Infrared scanner;
Hatch mounted vulcan rifle
Transport: May carry up to six Squats
Special: Tunneling- The player may remove this model from the
board during his movement phase and deep strike it as normal (it does
scatter) anywhere within 12² of its last position in the next turn. This
ability must be used in the movement phase, i.e. it may not fire after
tunneling and counts as having moved full distance on the turn it
resurfaces.
Squat Armory List
Single handed weapons:
Derringer .........................................1
pt
Close combat weapon ...................................................1
pt
Power Axe .............................................................15
pts
Runic Emblem ..........................................................20
pts....Runesmith only
Stone shield ..........................................................15
pts
War
Hammer..................................................................5
pts
Flame
Pistol................................................................5
pts
Two handed weapons:
Core Rifle. .......................................1
pts
Great axe .............................................................10
pts
Rune armor ........................................10
pts
Piece of the True Anvil ...............................................35
pts....Smith only
Frag Grenades .........................................................1
pt
Banner of Vengeance ...................................................20
pts....Smith only
Mithril armor .........................................................30
pts....One per army
Krak grenades .........................................................2
pt
Rye ...................................................................20
pts....Loremeister only
Rune inscription ......................................................5
pts
Fire bombs ............................................................5
pts
Amulet of Fire ........................................................15
pts....Runesmith only
Banner of the Mountains ...............................................25
pts....Smith only
Doable charged loads ..................................................15
pts....Engineer only
Guildsmen tokens. .....................................................10
pts
Cybernetic Enhancements................................................15
pts....Leaders only
Book of
Grudges.............................................................45
pts....Grudgebearer only
Black
Shield................................................................20
pts....HQ Units only
Psychic Powers
Hallucination: Select a single model
within 18² of the Runesmith. On a 3+ this model must take a
leadership test. If the model fails, it will turn on its fellow
squad mates and attack them in close combat using its normal statistics
and weapons. The model must continue to attack every assault phase
until It makes a successful leadership test (units who ignore leadership
tests are unaffected; ie: synapse creatures...etc.). A squad may not
move or assault while it has a hallucinated member, but may still fire
weapons. Note that the other models in the squad do not attack the
model back, as he is their friend and squad mate. 10 pts
Warp Bubble: This allows the
Runesmith to move twice, fire twice, and adds one to his attacks in close
combat. 10 pts
Darkness: Select a unit within 24²
of the Runesmith. If the power is cast successfully then the squad
or model can only be hit on a roll of 6+ in the opponentıs firing phase.
5 pts
Arc lightning: Nominate a figure in
line of sight with the Runesmith and roll 3d6 for range. If the
range is sufficient to strike the model then the model suffers a strength
4 AP 1 hit. If the model is killed then all models (friend or foe)
within 2² are struck, also receiving a strength 4 AP 1 hit. 15pts
Grudges:
On a roll of ...
1 - Unpaid Contract: Few
are they that take advantage of a Squatıs trust more than once. All
Squats may re-roll the first failed ³to hit² roll in close combat.
2 - Giants?!, Ha!: Nobody taller than four foot six is ever
taken seriously by squats. All Squats subtract 1 from all their
leadership test rolls.
3 - All for One; One for All: ³Hurt one Squat and youıve
hurt them all² used to be a light-hearted saying on Imperial worlds.
Then they found out what happens when you hurt a Squat. The
rule ³Toughest of the Bunch² applies to all Squats.
4 - Whites of Their Eyeıs: In
the face of a numerous foe, Squats have learned to make every shot count.
All weapons fired by Squats cause pinning.
5 - A Crime to Look At: Squats
view everyone in the same light; Ugly as an ork with a severe deficiency
of beauty sleep. Squats may roll an extra dice when falling back and
choose the two they wish to use.
6 - Weıve Got Shiny Boots: Indeed,
your boots are shiny, but what in the name of Durgrimıs
Beard does that have to do with the battle?
Descriptions:
Power weapon
ignore
save in close combat
Runic Emblem - The Runic Emblem is in reality a storage device for psychic
energies. Before a Runesmith enters battle he stores a vast amount
of psychic energies into the item. This allows him to avoid
attracting the attentions of warp beasts, like other psykers do when they
attack. A Runesmith with a Runic Emblem does not have to take a
psychic test to use his powers. The Runic Emblem can take any form
(a hammer or staff, etc.) but must be represented on the model.
Stone shield - Allows the bearer to take a 3+ invulnerable save instead of
his normal save. He may take this save only once per game.
War Hammer - The war hammer adds +1 to the strength of its bearer in close
combat.
Two handed weapons:
Great axe - The Great axe reduces saves to
5+ unless the save would normally be worse.
Vehicle Upgrades:
Smoke launchers - Once per game you may use
smoke. The vehicle may not shoot any weapons the same turn it used smoke,
but any penetrating hits scored in your opponents firing phase count as
glancing hits.
Reactive armor - The first hit that glances or penetrates armor rolled
against the vehicle is nullified. Ordinance shots cannot be
nullified.
Armored treads - Treat vehicle immobilized as crew stunned.
Infrared scanner - Only use in night fight. Can always see at full
vision.
pintle mounted vulcan rifle - Can always be fired. Treated as an
extra vulcan rifle.
Wargear:
Rune armor - Gives a 4+ save to the
wearer
Piece of the true anvil - An artifact from an unknown age or time, a piece
of the anvil is a dangerous weapon that causes the enemies of the Squats
to be overcome by an immense aura of terror. All enemy units
who are within 12² of the anvil must take a leadership test with a -2
modifier to their leadership, including creatures that normally ignore
morale/leadership tests (Tyranids). If the unit fails the test it
must fall back 2D6² as normal. Smith only
Frag Grenades - Allows assaulting units to fight simultaneously with
units in cover
Banner of vengeance - Squat units within 2D6 of the banner when it is
revealed strike first in close combat. Reveal once per game.
Smith only
Mithril armor - Gives the bearer a 3+ invulnerable save. One per
army
Krak grenades - Used in assaulting vehicles. Krak grenades give one
S6 attack at close combat against vehicles.
Rye - Rye allows the Loremeister to restore two wounds throughout the game
to any member of his unit. He may only restore two wounds in total in one
game. Loremeister only
Rune inscription - Re-roll the first failed ³to hit² roll for the
inscribed weapon.
Fire bombs - Fire bombs are light weight incendiary bombs that can be used
in an assault. Units equipped with firebombs gain 1 S3 AP6 attack in
addition to their normal number of attacks when assaulting an enemy.
Resolve these attacks before any other combat. Note that this attack
is only available on a charge.
Amulet of Fire - Using an Amulet of Fire allows a Runesmith to increase
the range of his psychic attack by 6 inches.
Banner of the Mountains. - At the end of an assault phase your
squad may reveal the banner. The banner squad counter charges (charges
back) with all the benefits of charging given to them. This occurs no
matter what the combat result may have been, meaning the banner squad will
not fall back even if they lost the initial combat. Resolve this combat
immediately. Smith only.
Double charged loads - Double charged loads allow a squad with an engineer
carrying them to fire an extra D6 inches. Roll the D6 before firing every
turn. A single roll determines the added range for the entire squad.
Engineer only.
Guildsmen tokens - Models who are given Guildsmen tokens gain 1+ to their
Initiative.
Cybernetic Enhancements - A model with cybernetic enhancements Gains 1+ to
a random attribute. 1-2 =initiative; 3=strength; 4=toughness; 5=ballistic
skill; 6=save (becomes 1 better). Leaders only.
Book Of Grudges - Before the game begins roll for a grudge on the list of
grudges. Grudgebearer only.
Black Shield - Enemies may only hit on a roll of 5+ in ranged or close
combat.
Weapons Chart:
Derringer -
S4 AP- 12²
PISTOL
Flame Pistol - S7 AP2 12²
PISTOL
Core Rifle - S4 AP-
24² ASSAULT 1
Flamer -
S4
AP5 Template ASSAULT 1
Melta gun - S8
AP1 12² ASSAULT 1
Heavy Flamer - S5 AP4 Template HEAVY 1
Vulcan Rifle - S4 AP4
12² ASSAULT 3
Autocannon - S7
AP4 48² HEAVY 2
Heavy Bolter- S5 AP4
36² HEAVY 3
Flame Cannon - S7 AP2 24²
HEAVY 1 BLAST
Flame Mortar - S8 AP5 60²
ORD. 1 Guess
Sand Blaster - S5 AP4 Template HEAVY
1 **
Satchel Rifle - FRAG OR KRAK GRENADE 18"
ASSAULT
ThuddGun -
S4 AP6
48² HEAVY 4 blast (fire
the first shot as normal, then roll the rest like a mortarıs 2nd
& 3rd shots - scatter dice determines where the 2nd, ..shots hit)
Mole Mortar -
S5 AP- 48²
ORD. 1 Slow Shot*, guess
or
S7 AP4 24² HEAVY
1 blast
DualWeaponry:
(co-axial) - two of the same weapons, mounted on the same turret/arm/...;
Both must fire at the same target, each does separate damage.
*Slow Shot: Guess the distance (you
do not need to target any specific unit, you may target the ground), Place
the ordinance template on your guess, on the Next turn -roll a
scatter dice, place the template in its new place and work out the damage.
The mole mortarıs ordinance shot counts as hitting ³armor ten² against
vehicles.
**Sand Blaster: A unit who takes
casualties from a this weapon must make an immediate morale test with a -1
modifier, as they have just seen their friends stripped of armor, flesh,
and blood before their eyes. If they fail they fall back as normal.
Descriptions:
Leaders: These Squats precede their
soldiers into battle, inspiring their troops with their wisdom and
experience gained from hundreds of years of campaigning. They are
nearly unparalleled in their ferocity and skill in the melee of close
combat and they strike fear into those unfortunate enough to receive their
wrath.
Runesmith: Mystical and powerful, Runesmiths roam the battlefields
causing havoc on the enemyıs warriors with their devastating psychic
attacks. Instead of augmenting their physical prowess as the weak imperial
psykers do, Runesmiths devote their studies to the projection of their
will over the very elements. Few warriors have ever survived a
battle in which a Runesmith was present.
Grudgebearer: Grudgebearer's record the misdeeds, the betrayals,
and the crimes that have been committed against their race into volume
after volume of sacred archives. They stride through battle carrying
these archives, reminding their kin of these crimes and kindling the fury
of the Squats, driving them into a blood lust that can only be achieved by
Squats.
Loremeister: Learned in the knowledge of medicine, the Loremeister
can heal the most grievous of wounds. In spite of his great
knowledge though, on the battle field he usually resorts to more crude
methods, Rye.
Smith: The smith spends the majority of his time crafting new
weapons for the lords and generals of his hold, but come war time, he
becomes the proud and honored bearer of his holdıs standard. It is
his duty to carry it forth to claim another victory for the Squats.
Engineer: The engineer is most interested with the upkeep of
his precious machines and mechanical devices. The Squats can always
count on him to bring along new gadgets to test when he enters a battle.
Though unlike the orkish engineerıs, his actually work.
Guildsman Retainers: The most elite of veterans in an army, the
Guildsman Retainers are charged with the task of protecting their
commander in the fray of battle. Bloodthirsty, some even say insane
in melee, they will destroy anything that enters their midst as surely as
the sun will shine the next morning.
Old Guard: Almost as ferocious as the Guildsman Retainers, these
veteran warriors have fought in countless battles and have proven their
skill in combat. Meeting members of the old guard in combat has
always proven to be a quick route to death and failure.
Dreadnought: Throwing its dark shadow over the land, a Squat
dreadnought is not a thing to take lightly. Dominating to battle
with a choice of dual weapons for ranged combat or twin close combat
weapons the dreadnought could very easily turn the tide in a losing
battle, or smash the will of an enemy during an attack.
Sappers: Originally trained to place demolitions in mining shafts
these are miners who have volunteered for demolition suicide runs on enemy
encampments. Sappers are one of the most potent assault forces in
the galaxy. First lobbing firebombs, and then they themselves
detonating dozens of explosives on their bodies, they can completely wipe
out an enemy formation in the blink of an eye.
Miners: Miners have chosen to maintain there heritage and work with
the dirt and stone. Equipped with a tunneler these soldiers burrow
into the middle of enemy formations and break up attacks before they can
even happen. On occasion miners have even been assigned to invade an
enemy base and assault from within.
Core Squad: The backbone of any true Squat army. These form
the structure of the army with their ability to fight in almost any
circumstance. They have access to a wide variety of both ranged and
close combat weapons with which to fight and are able to play a numerous
amount of roles for the squad military structure.
Grenadiers: Grenadiers have been
specially trained to fire proficiently with the powerful satchel launchers
along with their standard training. Being equipped with grenades
allows the Grenadiers to decimate dozens of troops in well volleyed
barrages of high explosive rounds. Many enemies have charged what
seemed to be a normal core squad only to make their last horrifying
discovery that they were charging Grenadiers.
Quicksilers: Recruited from street thugs and gangs on the home
worlds, Iron Arms are most renowned for their role as close combat
regulars. Fighting with an Iron Arm can be a terrifying experience for
many soldiers because of the experience and speed he has gained surviving
on the streets. (subject to change)
Thudd Gun: Showering burst after burst of raining death on far
distant enemies, this is the main artillery piece of the Squat military.
Able to decimate whole formations in the space of only a few seconds
the thudd gun is a beautifully built weapon and a powerful force to fight
against. There are few soldiers who wonıt take a moment of the
battle just to admire the deadly efficiency with which the thudd gun
performs.
Mole Mortar: Perhaps the strangest weapon yet developed by the
Squats, the mole mortar fires an underground torpedo. The only
warning a soldier has of being the target of one of these burrowing is the
vibrations given off just before it strikes. After the first early
encounters with mole mortars soldiers soon learned that ³hitting the dirt²
was the worst course of action. Effective especially against
vehicles, the mole mortar is a deadly weapon. How can one fight when
the very earth turns against him?
Mortar Tank: Awesome in its might and power, and mounting a goliath
of a mortar on it, the mortar tank can literally incinerate an entire
squad in one great ball of fire. Though it is rarely seen on the
battle field, where ever a mortar tank has been the outcome was always in
the Squatıs favor.
Tunneler: The only Squat transport in production, the Tunneler is
much like other standard transports in all but one aspect, the tunneler is
able to burrow underground and circumvent any fortifications that might
have stopped it. Even with its light armor the Tunneler has proven
to be very effective at safely delivering its deadly troops into key
positions and disrupting enemy attacks.
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