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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 pts            Choose 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    


                            Dreadnought 0 - 2
 Dreadnought     W4   B4   S5 (10)   F13   S12   R11   I3   A2   90 pts

 Type: Walker

 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



                                      Miners   0-3
                              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: Any close 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    
 Gun Crew: 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    
 Gun Crew: 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

Vehicle Upgrades:
Smoke launchers ...................................2 pts
Reactive armor ........................................................15 pts
Armored treads ........................................................5 pts
Infrared scanner ......................................................1 pt
Hatched vulcan rifle ..................................................10 pts

Wargear:
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

Thudd Gun -          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


Dual
Weaponry: (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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