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Unit Stats/Army List Squats for Combined List v1.0 http://www.tacticalwargames.net/taccmd/viewtopic.php?f=86&t=13377 |
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Author: | jaldon454 [ Tue Aug 26, 2008 1:41 am ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
I did this to make it easier on the playtesters to separate out the Squat from the Demiurg for playtesting. I am hoping to get epilgrim to do the same thing for the Demiurg so they can also be seen more clearly for playtesting. Stubborn - Troops with this special ability are hard to break in assaults, and will rally quicker then other troops to get back into the fight and the following two rules represent this: (1) Assault: they re-roll any die result of "1" during Assault Resolution. The re-roll result must be kept even if it is a "1". (2) Rally: they ignore the -1 modifier for enemy formations with 30cm during the Rally phase. Units Descriptions Squat Living Ancestor Type / Speed / Armour / Close Combat / Firefight Character / n/a / n/a / n/a / n/a Weapon / Range / Firepower / Notes Master-Crafted Weapon / (base contact) / Assault Weapons / Macro-weapon, Extra Attack (+1) Notes: Supreme Commander, Inspiring, Invulnerable Save Squat Warlord Type / Speed / Armour / Close Combat / Firefight Character / n/a / n/a / n/a / n/a Weapon / Range / Firepower / Notes Master-Crafted Weapon / (base contact) / Assault Weapons / Macro-weapon, Extra Attack (+1) Notes: Commander, Leader, Invulnerable Save Squat Lord Type / Speed / Armour / Close Combat / Firefight Infantry / 15cm / 5+ / 4+ / 5+ Weapon / Range / Firepower / Notes Auto Cannon / 45cm / AP5+/AT6+ / - Lasguns / (15cm) / small arms / - notes: Leader Squat Hearthguard Type / Speed / Armour / Close Combat / Firefight Infantry / 15cm / 4+ / 4+ / 4+ Weapon / Range / Firepower / Notes Master-Crafted Pistols / (15cm) / Small Arms / - Master-Crafted Battle Axes / (base contact) / Assault Weapons / Macro-weapon, Extra Attack (+1) Heirloom Weapons / 45cm / AP 5+/AT 5+ / - Notes: Reinforced Armour, this unit takes up 2 Transport slots Squat Guild Master Type / Speed / Armour / Close Combat / Firefight Infantry / 30cm / 4+ / 3+ / 5+ Weapon / Range / Firepower / Notes Master-Crafted Pistols / (15cm) / Small Arms / - Power Lance / (base contact) / Assault Weapons / Macro-weapon, Extra Attack (+1) Notes: Leader, Mounted, Reinforced Armour Squat Warriors Type / Speed / Armour / Close Combat / Firefight Infantry / 15cm / 5+ / 5+ / 5+ Weapon / Range / Firepower / Notes Lasguns / (15cm) / Small Arms / - Missile Launcher / 45cm / AP 5+/AT 6+ / - Notes: n/a Squat Thunderers Type / Speed / Armour / Close Combat / Firefight Infantry / 15cm / 5+ / 6+ / 4+ Weapon / Range / Firepower / Notes 2x Missile Launchers / 45cm / AP 5+/AT 6+ / - Notes: n/a Squat Bezerkers Type / Speed / Armour / Close Combat / Firefight Infantry / 15cm / 5+ / 4+ / 6+ Weapon / Range / Firepower / Notes Paired Trench Pistols / (15cm) / Small Arms and (base contact) / Assault Weapons / Extra Attack (+1) Notes: Infiltrators Squat Guild Bike Type / Speed / Armour / Close Combat / Firefight Infantry / 35cm / 4+ / 4+ / 5+ Weapon / Range / Firepower / Notes Bolt Pistols / (15cm) / Small Arms / - Chain Axe / (base contact) / assault weapons / - Notes: Mounted, Scouts (Demiurg only) Squat Guild Trike Type / Speed / Armour / Close Combat / Firefight Light Vehicle 30cm 4+ 6+ 4+ Weapon / Range / Firepower / Notes Multi-Melta / 15cm / MW 5+ and (15cm) Small Arms / Macro-weapon Notes: Scouts (Demiurg only) Squat Rapier Quad-Cannon Type / Speed / Armour / Close Combat / Firefight Infantry / 10cm / 6+ / 6+ / 5+ Weapon / Range / Firepower / Notes Lasguns / (15cm) / Small Arms / - Quad Lascannon / 45cm / AP 6+/AT 4+ / - Notes: this unit takes up 2 Transport slots Squat Tarantula Type / Speed / Armour / Close Combat / Firefight Infantry / 10cm / 6+ / 6+ / 5+ Weapon / Range / Firepower / Notes Lasguns / (15cm) / Small Arms / - Paired Heavy Weapons / 45cm / AP 5+/AT 5+ / - Notes: this unit takes up 2 Transport slots . Squat Thudd Gun Type / Speed / Armour / Close Combat / Firefight Infantry / 10cm / 6+ / 6+ / 5+ Weapon / Range / Firepower / Notes Lasguns / (15cm) / Small Arms / - Thudd Gun / 45cm / AP 4+/AT 6+ / Indirect Fire Notes: this unit takes up 2 Transport slots, Special: Thudd Guns are allowed to use the Indirect Fire rules for Sustained Fire. Squat Mole Mortar Type / Speed / Armour / Close Combat / Firefight Infantry / 10cm / 6+ / 6+ / 6+ Weapon / Range / Firepower / Notes Lasguns / (15cm) / Small Arms / - Mole Mortar / 45cm / 1 BP / Indirect Fire (Special) Notes: this unit takes up 2 Transport slots Special: Sub-Surface Munitions - If fired indirectly (Sustained Fire-Barrage) this attack gains the Disrupt special ability Squat Robots Type / Speed / Armour / Close Combat / Firefight Infantry / 15cm / 4+ / 5+ / 5+ Weapon / Range / Firepower / Notes Power Claws / (base contact) / Assault Weapons / Macro-weapon, Extra Attack (+1) Missile Launcher / 45cm / AP 5+/AT 6+ / - Notes: Walker, Fearless, Scout, this unit takes up 2 Transport slots. Robots do not benefit from the Squat/Demiurg ‘Stubborn’ ability. Squat Spartan Type / Speed / Armour / Close Combat / Firefight Armoured Vehicle / 25cm / 5+ / 6+ / 5+ Weapon / Range / Firepower / Notes Twin Heavy Bolter / 30cm / AP 4+ / - Notes: Squat transport (2) May carry two of the following units: Warrior, Bezerkers and Thunderers or one: Hearthguard, Mole Mortar, Rapier, Tarantula or Thudd Gun. Squat Gorgon Type / Speed / Armour / Close Combat / Firefight Armoured Vehicle / 20cm / 4+ / 6+ / 4+ Weapon / Range / Firepower / Notes Heavy Flamer / 15cm / AP 5+ / Ignore Cover Mine Thrower / 15cm / 2 BP / - Notes: Reinforced Armour, Notes: Squat transport (4) May carry four of the following units: Warrior, Bezerkers and Thunderers The following units may also be carried but each takes up two Transport slots: Hearthguard, Mole Mortar, Rapier, Tarantula and Thudd Gun. Special: Ignore Dangerous Terrain Squat Iron Eagle Gyrocopter Type / Speed / Armour / Close Combat / Firefight Armoured Vehicle / 35cm / 5+ / 6+ / 5+ Weapon / Range / Firepower / Notes Battle Cannon / 75cm / AP 4+/AT 4+ / - Point Defence Guns / 30cm / AA 5+ / Flak Notes: Skimmer, Scout Squat Iron Hawk Gyrocopter Type / Speed / Armour / Close Combat / Firefight Armoured Vehicle / 35cm / 5+ / 6+ / 5+ Weapon / Range / Firepower / Notes Battle Cannon / 75cm / AP 4+/AT 4+ / - Notes: Skimmer Special: Iron Hawk Spotter: A single Iron Hawk is associated with the Colossus to act as an artillery spotter. Attach this gyrocopter to any non-MCF or non-TBM/Cradle formation. The Iron Hawk acts normally with the formation it’s attached to and is allocated hits from shooting as per the core rules for shooting at a formation. While the Iron Hawk is in play it allows the Colossus to fire its Plasma Missiles indirectly unless the Colossus marches or is suppressed. However, the Colossus does not get the +1 to hit unless it remains stationary as per 1.9.8 (Barrages). While Spotting the Iron Hawk must have a LOS to the target and the target must be within the range of the Colossus (max 120cm). This ability does not allow the Colossus to split fire. Squat Thunderfire Type / Speed / Armour / Close Combat / Firefight Armoured Vehicle / 0cm / 6+ / 6+ / 6+ Weapon / Range / Firepower / Notes Thunderfire / 60cm / 2x AA 5+ / Flak Notes: n/a Special: A Thunderfire Battery formation may only select a Marshal Action (Regroup only). If given a Hold Action they may only regroup that turn. Squat Overlord Airship Type / Speed / Armour / Close Combat / Firefight War Engine / 15cm / 4+ / 6+ / 4+ Weapon / Range / Firepower / Notes 2x Battle Cannons / 75cm / AP 4+/AT 4+ / Fixed Forward Bomb Racks / 15cm / 2 BP / All Round 2x Flank Autocannons / 45cm / AP 5+/AT 6+/AA 5+ / Flak, All Round Notes: Damage Capacity (3), Reinforced Armour, Thick Rear Armour, Skimmer, Fearless Critical Hit: The engines stall and restart out of sync causing the airship to spin madly as it loses altitude and crashes to the ground. Centre a blast template over the airship, any units under the template are hit by the impact as the airship’s magazine cooks off (AP 5+/AT 5+ Ignore Cover). Remove the model after resolving the crash. Squat Goliath Mega-Cannon Type / Speed / Armour / Close Combat / Firefight War Engine / 0cm / 5+ / 6+ / 6+ Weapon / Range / Firepower / Notes Mega-Cannon / 125cm / 4 BP / Indirect Fire, Ignore Cover, All Round Notes: Damage Capacity (3), Reinforced Armour Critical Hit: The auto-loading magazine jams and the cannon is destroyed. Special: Limited Fire Arc: A Goliath Battery formation may only select a Marshal (regroup only) or Sustained Fire Action. On a Sustained Fire Action they can only fire indirectly as detailed under the rules for Barrages (1.9. ![]() Tunnellers During the pre-game warm up, you must inform your opponent you are using tunneller formations, and show the opponent how many formations you are using and the infantry formations being carried. Tunneller formations are set up on their own table edge before the battle starts, after spacecraft are deployed (see 4.0). Any units transported in the tunnellers are kept off table until they surface. Write down the location where each tunneller formation will surface in the same manner that you record the co-ordinates of a drop zone (see 4.3.3). For example: you could write “45cm up from my opponents table edge and 60cm in from my right edge on turn three. Note that the opponent is not made aware of this location, nor of the turn of arrival. Each tunneller formation must pass an activation test; if successful the Tunnel Boring Machine (TBM) models are removed from the table. It takes a tunneller formation 1 full turn to travel to any point on your table half and 2 full turns to travel to any point in your opponents table half. Note: Tunnelling requires you to deploy and activate the formation from Khthon cradles which are then removed from play at the end of the turn the TBM launch. Set up the TBM at the start of the turn, before teleports would be placed down, when they surface as per the following rules; After the placing the first unit in a tunneller formation, center an orbital bombardment template over the model and place any other TBM in the same formation within that 12cm area. The troops carried in the TBM then must disembark within 5cm of their transport. The units being transported may take an action on the turn they appear. If any enemy units are under the template, the Squat/Demiurg player must move the template the shortest distance needed to place the template without affecting any enemy models. Squat/Deimurg units may not be placed within any enemy zones of control. Special: TBM Assault - The Tunneller formation has the option to initiate a combined engage action moving up to 15cm, with the transported units, on the turn they surface. Regardless of the results of this special action any surviving TBM have a fall back and consolidation move of 0cm. After resolving this activation any remainng TBM count as Ruins for the remainder of this battle. Note: TBM unlike drop pods remain on the table and count as Ruins as per 1.8.4 after the transported infantry disembark. Important Note on Targeting TBM: While a TBM is mounted on its cradle they count as one unit. If an armour save is failed remove the TBM and the cradle, but assign only 1 BM per casualty. On-board infantry units save as per the normal rules for a destroyed transport. Any BM accumulated prior to the launching of tunneller formations are removed after they launch. Overwatch: Formations on Overwatch can declare attacks on disembarked TBM infantry immediately after the Strategy Phase on the turn they surface. Squat Termite Tunnel Boring Machine Type / Speed / Armour / Close Combat / Firefight Armoured Vehicle / 0cm / 4+ / 6+ / 6+ Weapon / Range / Firepower / Notes Crew / (15cm) / Small Arms / - Crew / (base contact) / Assault Weapons / - Notes: Tunneller. After Surfacing; a TBM remains on the table and count as Ruins as per 1.8.4 after the transported infantry disembark. Notes: Squat transport (2) May carry two of the following units: Warrior, Bezerkers and Thunderers or one Hearthguard unit. Notes: Demiurg Transport (2) May carry two of the following units: Iron-Breaker, Armsmen and Sandhog, or one: Hearthguard, Autonom, Mole Mortar, Rapier, Tarantula or Thudd Gun. Special: TBM Assault (see tunneller rules) Squat Khthon, Termite TBM Cradle Type / Speed / Armour / Close Combat / Firefight n/a / n/a / n/a / n/a / na Weapon / Range / Firepower / Notes Heavy Bolter / 30cm / AP 5+ / - Notes: Remove this model from the table at the end of the turn the TBM is launched Squat Mole Tunnel Boring Machine Type / Speed / Armour / Close Combat / Firefight Armoured Vehicle / 0cm / 4+ / 6+ / 6+ Weapon / Range / Firepower / Notes Crew / (15cm) / Small Arms / - Crew / (base contact) / Assault Weapons / - Notes: Tunneller, Reinforced Armour, After Surfacing; a TBM remains on the table and count as Ruins as per 1.8.4 after the transported infantry disembark. Notes: Squat transport (4) May carry four of the following units: Warrior, Bezerkers and Thunderers. Hearthguard units may also be carried but each takes up two Transport slots. Notes: Demiurg Transport (4) May carry four of the following units: Iron-Breaker, Armsmen and Sandhog. The following units may also be carried but each takes up two Transport slots: Hearthguard, Autonom, Mole Mortar, Rapier, Tarantula, Thudd Gun. Special: TBM Assault (see tunneller rules) Squat Heavy Khthon, Mole TBM Cradle Type / Speed / Armour / Close Combat / Firefight n/a / n/a / n/a / n/a / na Weapon / Range / Firepower / Notes Heavy Bolter / 30cm / AP 5+ / - Notes: Remove this model from the table at the end of the turn the TBM is launched Squat Hellbore Tunnel Boring Machine Type / Speed / Armour / Close Combat / Firefight War Engine / 0cm / 4+ / 6+ / 6+ Weapon / Range / Firepower / Notes Crew / (15cm) / Small Arms / - Crew / (base contact) / Assault Weapons / - Notes: Damage Capacity (3), Tunneller, Reinforced Armour, Thick Rear Armour. After Surfacing; a TBM remains on the table and count as Ruins as per 1.8.4 after the transported infantry disembark. Notes: Squat transport (16) May carry sixteen of the following units: Warrior, Bezerkers and Thunderers. Hearthguard units may also be carried but each takes up two Transport slots. Notes: Demiurg Transport (16) May carry sixteen of the following units: Iron-Breaker, Armsmen and Sandhog. The following units may also be carried but each takes up two Transport slots: Hearthguard, Autonom, Mole Mortar, Rapier, Tarantula, Thudd Gun. Critical Hit: The Hellbore cracks down the middle and collapses in on itself like a crushed eggshell. Remove the model. Special: TBM Assault (see tunneller rules) Squat Khthon Hog, Hellbore TBM Cradle Type / Speed / Armour / Close Combat / Firefight n/a / n/a / n/a / n/a / na Weapon / Range / Firepower / Notes 2x Heavy Bolters / 30cm / AP 5+ / Turret, All Round Notes: Remove this model from the table at the end of the turn the TBM is launched Critical Hit: The Hog literally rips apart and collapses in a heap of parts. If your model can be disassembled, scatter the parts convincingly. Squat Leviathan Type / Speed / Armour / Close Combat / Firefight War Enging / 15cm / 4+ / 3+ / 3+ Weapon / Range / Firepower / Notes Battle Cannon / 75cm / AP 4+/AT 4+ / Turret, All Round Doomsday Cannon / 120cm / 3 BP / Macro-weapon, Fixed Forward 3x Twin Auto Guns / 30cm / AP3+ AT5+ / Turret, Forward/Left Side 3x Twin Auto Guns / 30cm / AP3+ AT5+ / Turret, Forward/Right Side 2x Storm Bolters / (15cm) / Small Arms / +1 Extra Attack each Notes: Damage Capacity (6) Reinforced Armour, Thick Rear Armour, Fearless, Transport (16) May carry sixteen of the following units: Warrior, Bezerkers and Thunderers. Hearthguard units may also be carried but each takes up two Transport slots. Critical: D3 units being carried are hit The Squat rendition of the Leviathan offers substantial firepower and transport capacity at the expense of speed. In a firefight the Squat Leviathan proves a considerable advantage. Note that in the event of a critical hit the units on board are at risk of a weapon’s magazine being touched off. It is designed to strike at enemy fortified line, were speed is far less of an issue, creating a breach in those positions. Squat Colossus Mobile Combat Fortress Type / Speed / Armour / Close Combat / Firefight War Engine / 15cm / 4+ / 3+ / 3+ Weapon / Range / Firepower / Notes 2x Battlecannons / 75cm / AP4+ AT4+ / Fixed Forward 3x Battlecannons / 75cm / AP4+ AT4+ / Right Side 3x Battlecannons / 75cm / AP4+ AT4+ / Left Side Doomsday Cannon / 120cm / 3 BP / Macro-weapon, Fixed Forward Thunder Cannon / 30cm / 2x AP 4+/AT 5+ / Ignore Cover, Fixed Forward Plasma Missiles / 60cm / 3 BP / Indirect Fire (Special: Spotter), All Round Notes: Squat Damage Capacity (6), Reinforced Armour, Thick Rear Armour, Fearless Critical Hit: A critical hit does an extra point of damage. Special: Iron Hawk Spotter: A single Iron Hawk is associated with the Colossus to act as an artillery spotter. Attach this gyrocopter to any non-MCF or non-TBM/Cradle formation. The Iron Hawk acts normally with the formation it’s attached to and is allocated hits from shooting as per the core rules for shooting at a formation. While the Iron Hawk is in play it allows the Colossus to fire its Plasma Missiles indirectly unless the Colossus marches or is suppressed. However, the Colossus does not get the +1 to hit unless it remains stationary as per 1.9.8 (Barrages). While Spotting the Iron Hawk must have a LOS to the target and the target must be within the range of the Colossus (max 120cm). This ability does not allow the Colossus to split fire. Squat Cyclops Type / Speed / Armour / Close Combat / Firefight War Engine / 15cm / 4+ / 3+ / 3+ Weapon / Range / Firepower / Notes Battle Cannon / 75cm / AP 4+/AT 4+ / Turret, All Round Hellfury Particle Cannon / 90cm 2x MW 2+ (TK 2) / Titan Killer, Fixed Forward 2x Melta Cannons / 30cm / MW4+, Forward/Left Side and Small Arms, +1 Extra Attack 2x Melta Cannons / 30cm / MW4+ , Forward/Right Side and Small Arms, +1 Extra Attack Doomstorm Missiles / 60cm /4 BP, Macro Weapon, All Round Notes: Damage Capacity (6), Reinforced Armour, Thick Rear Armour, Fearless Critical Hit: A critical hit does an extra point of damage. Special: Power Flux: Due to the extreme power requirements of the Hellfury weapon system only the turreted Battle Cannon may be fired when the Hellfury is fired. Squat Land Train Mobile Combat Fortress Type / Speed / Armour / Close Combat / Firefight War Engine / 15cm / 4+ / 4+ / 4+ Weapon / Range / Firepower / Notes Battle Cannon / 75cm / AP 4+/AT 4+ / Turret, All Round Battle Cannon / 75cm / AP 4+/AT 4+ / Fixed Forward Doomsday Cannon / 120cm / 3 BP / Macro-weapon, Fixed Forward Squat notes: DC-3, 1x void shield. Each battle car added the Land Train engine adds one void shield to the defense of the War Engine. Reinforced Armour, Thick Rear Armour, Fearless Critical Hit: A critical hit does an extra point of damage. Squat Land Train Battle Cars Type / Speed / Armour / Close Combat / Firefight War Engine / 10cm / 4+ / 4+ / 4+ Weapon / Range / Firepower / Notes Squat notes: 1x void shield. Each battle car added the Land Train engine adds one void shield to the defense of the War Engine. Damage Capacity (2 each), Reinforced Armour, Thick Rear Armour, Fearless Critical Hit: The affected Battle Car is destroyed; additionally the Land Train may not take a Sustained Fire or Overwatch action. Special: Flexible Coupling Leads: Each Battle Car may draw a LOS through other parts of the Land Train it is connected to as if it were a single WE. Special: Autonomous: In the odd event that Land Train engine is destroyed each Battle Car moves independently in a limited capacity. The Battle Cars form single a War Engine formation until destroyed. Squat Dragon Battle Car (WE) Weapon / Range / Firepower / Notes Fire-thrower / 30cm /3x AP 3+/AT 4+ / ignore cover Squat Bezerker Battle Car Weapon / Range / Firepower / Notes Autocannon / 45cm / AP 5+/AT 6+ / Turret, All Round Squat Notes: This war engine carries its own compliment of 4 Bezerkers Units. They are part of the Land Train engine formation. Demiurg Notes: This war engine carries its own compliment of 4 Sandhog Units. They are part of the Land Train engine formation. Squat Bomb Battle Car Weapon / Range / Firepower / Notes Rad Bomb / Pilum Missile / unlimited range / 3 BP MW (TK 1) / Indirect Fire, One-shot, Titan Killer, All Round Squat Mortar Battle Car Weapon / Range / Firepower / Notes Mortar / Roadmaker / 45cm / 3 BP / Indirect Fire, Fixed Forward Squat Bastion Class Cruiser Type / Speed / Armour / Close Combat / Firefight Spacecraft / n/a / n/a / n/a / n/a Weapon / Range / Firepower / Notes Pin-point Attacks / n/a / 2+ MW (TK 2) / Titan Killer Orbital Bombardment / n/a / 4 BP / Macro-weapon Notes: n/a Exo-Armor Upgrade Grants the unit 4+ Reinforced Armor May only be given to a Lord, Warlord, or Living Ancestor Unit Army list "Squat Stronghold armies have a Strategy Rating of 3. All Squat Infantry, Vehicle, Artillery, Air Wing and Spacecraft formations have an initiative of 2+. All Super Heavy Tank Batteries, Land Trains, and Tunnel Boring Machines have an initiative of 1+." Core Brotherhoods (Player may take any number of Core Brotherhoods) Warrior Brotherhood 325pts 1xLord, 9xWarrior upgrades: Warrior, Thunderer, Guns, Spartan, Warlord, Living Ancestor, Gorgon, Tunnelers, Exo-Armor, Gorgon Bezerker Brotherhood 250pts 1xLord, 5xBezerkers upgrades: Bezerker, Spartan, Tunnelers, Exo-Armor, Gorgon Grand Battery 300pts 8xMole Mortars upgrades: Guns, Thunderer Support Brotherhoods (Two may be taken for each Core Brotherhoods taken) Bikers Guild 250pts 1xGuild Master, 7xGuild Bikes upgrades: Guild Bikes, Guild Trikes Trikers Guild 250pts 1xGuild Master, 5xTrikes upgrades: Guild Bikes, Guild Trikes 0-1 Hearthguard Brotherhood 325pts 6xHearthguard upgrades: Tunneler, Living Ancestor, Gorgon Iron Eagle Squadron 200pts 3xIron Eagles upgrades: none 0-2 Robot Cohort 250pts 5xRobots upgrades: none Thunderer Battery 250pts 1xLord, 5xThunderers upgrades: Thunderer, Tunneler, Spartan, Exo-Armor, Gorgon Thunderfire Battery 50pts each 2-3 Thunderfire upgrades: none Gun Battery 125pts 3x of any of the following guns Tarantula, Thudd Gun, Rapier, Mole Mortar upgrades: Guns War Engines (No more then 1/3 of the army's total points) Super Heavy Tank Battery 450pts 1xLeviathin 400 , Colossus 450 , or Cyclops 500 upgrades: Living Ancestor ? really? , Iron Hawk (Colossus only) Overlord Armored Airship 200pts 1-3 xOverlord Armored Airship upgrades: none Goliath Mega-Cannon Battery 150pts each 1-2 Goliath Mega-Cannons upgrades: Thunderfire Hellbore Battery 125pts 1xHellbore upgrades: none Land Train 350pts 1xLand Train Engine + 1xBattle Car (Any) upgraddes: Living Ancestor, and up to six Battle Cars Upgrades (No more then one upgrade type per formation and no more then three total upgrades per formation) 0-1 Living Ancestor 75pts 1xLiving Ancestor Character Warlord 50pts 1xWarlord Character Exo-Armor 25pts Upgrade Lord to have Exo-Armor Bezerker 75pts 2xBezerkers Warrior 75pts 2xWarrior Thunderers 75pts 2xThunderers Guild Bikes 50pts 2xGuild Bikes Guild Trikes 50pts 2xGuild Trikes Thunderfire 50pts 1xThunderfire Iron Hawk 50pts 1xIron Hawk Gorgon40pts each only enough Gorgons to carry the formation 0-1 Spartan 20pts each only enough Spartans to carry the formation Battle Cars 0-3 Dragon Battle Cars 100pts 0-1 Bomb Battle Car 125pts 0-2 Mortar Battle Car 125pts 0-3 Bezerker Battle Car 200pts each (Includes 4xBezerkers) Thanks All............... Jaldon ![]() |
Author: | rpr [ Tue Aug 26, 2008 6:47 am ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
One support per two core formations? Really? As other thing, is that a good idea that Land Train includes one car which can cost 100-200, for free? Maybe 200 and must take at least one battle car or something... |
Author: | frogbear [ Tue Aug 26, 2008 10:29 am ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
Hi All The above in an easier to read format: Squats for Combined List v1.pdf Cheers...... |
Author: | Dwarf Supreme [ Tue Aug 26, 2008 3:39 pm ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
I just noticed the Thunderfire has only AA capability, unlike in 2nd edition. Is this intentional? |
Author: | jaldon454 [ Tue Aug 26, 2008 10:09 pm ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
I just noticed the Thunderfire has only AA capability, unlike in 2nd edition. Is this intentional? Yes it is intentional and part of a devious plan, the idea being to have Squat equipment be more specialized then generic. It may work, it may not for now though I would like to try this idea. 'Trying' it would include changing the unit stats, if need be, to better AA value, or more shots, or even fine as is. One support per two core formations? Really? As other thing, is that a good idea that Land Train includes one car which can cost 100-200, for free? Maybe 200 and must take at least one battle car or something... Oooooooops! Typo, me bad ![]() Actually the car isn't free, during playtesting of Thurgrimm's, a long time ago, we figured the cost of the Land Train Engine to fall in at around 250pts adding a 100pt Battle Car brings the cost up to 350pts. Shrewd players will no doubt take the best Battle Car for the points, but that is as we intended anyways so not a real problem. Also, at 250pts we found players fielding Land Train Engines without Battle Cars which was just plain bad. Adding the Battle Car and upping the base cost to 350pts prevented this and encouraged players to get more Battle Cars as they could no longer field a bunch because of the points limits for WE. Thanks All................ Jaldon ![]() |
Author: | Dwarf Supreme [ Wed Aug 27, 2008 2:14 pm ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
Another thing I noticed: for the unit stats, there are stats for Squat Warlord, followed by Squat Lord and then something listed as just Squat. Squat what? Also, in the description for the Iron Hawk, I was a little confused at first when "non-MCF" and "non-TBM" are mentioned. I wasn't sure right away what MCF and TBM meant. |
Author: | jaldon454 [ Thu Aug 28, 2008 3:44 am ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
Another thing I noticed: for the unit stats, there are stats for Squat Warlord, followed by Squat Lord and then something listed as just Squat. Squat what? Hearthguard, fixed it thanks DS Also, in the description for the Iron Hawk, I was a little confused at first when "non-MCF" and "non-TBM" are mentioned. I wasn't sure right away what MCF and TBM meant. TBM=Tunnel Boring Machine Cannot be attached to a Tunneler Formation MCF=I feel stupid I forgot what this was, I am gonna have to look it up. I'll get back ASAP once I figure it out Boy I feel dumb, it is what happens when you are working on two lists at the same time ![]() Thanks All......... Jaldon ![]() |
Author: | epilgrim [ Fri Aug 29, 2008 5:56 am ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
The Squats and the Demiurg share the term Tunnel Boring Machine, or TBM, which covers all three types (Termite, Mole and Hellbore) and their associated Khthon cradles. Mobile Combat Fortress or MCF is a term popularly used by the Demiurg for their Super Heavy Assets. The Squat versions are typically referred to as Super Heavy Tanks. Thanks for pointing out where we need to proof the unit stats, we appreciate all the help! ![]() |
Author: | epilgrim [ Fri May 15, 2009 12:44 am ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
this is the current Squat list developed in concert with the Demiurg. I will see about getting both pinned and formatted. |
Author: | Couchmonster [ Fri May 15, 2009 9:18 am ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
Ooooooooooh (rubs hands together gleefully) I canne wait to get a playtesting these. I've already spotted a couple of things that'll make my regular opponents happy, the toning down of the Goliath & moving MCF units from support to WE will go down very well. *edit* Just noticed Frogbear's link to the pdf isn't working ![]() |
Author: | Couchmonster [ Fri May 15, 2009 1:29 pm ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
Just noticed points for the smaller TBM's are missing. Are they still 15 for Termites & 25 for Moles? *edit* Also just noticed that Guns are missing from the upgrade list |
Author: | epilgrim [ Sun May 17, 2009 2:09 am ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
Quote: (Couchmonster @ 15 May 2009, 13:29 ) Just noticed points for the smaller TBM's are missing. Are they still 15 for Termites & 25 for Moles? *edit* Also just noticed that Guns are missing from the upgrade list Termite/Mole point cost: 10 and 20 respectively. Support weapons: another design difference that is more fluff than anything else. Thurgrim'g support weapons are bulky and cannot be transported. The demiurg versions are more compact, but still take up two slots. part of the fun of having 2 different lists! |
Author: | Couchmonster [ Mon May 18, 2009 8:44 am ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
Thanks for the heads up on the TBM's but I was wondering how many points the guns upgrade is & what exactly you get for those points? Should be getting a playtest game this weekend. Cheers CM *edit* Also do squat void shileds regen as per their imperial counterparts, being of the same design & all? |
Author: | epilgrim [ Tue May 19, 2009 2:54 am ] |
Post subject: | Unit Stats/Army List Squats for Combined List v1.0 |
Quote: (Couchmonster @ 18 May 2009, 08:44 ) Thanks for the heads up on the TBM's but I was wondering how many points the guns upgrade is & what exactly you get for those points? Should be getting a playtest game this weekend. Cheers CM *edit* Also do squat void shileds regen as per their imperial counterparts, being of the same design & all? from my copy of Jaldon's notes: Guns 50pts (upgrade) 2x of any of the following units Thudd Gun, Rapier, Tarantula, Mole Mortar and yes, void shields for the Squats are the same as those for the Imperium. I will be posting/pinning an edit of the Thurgrim's list that will hopefully address the stuff you have noted. Thanks to all for your continued interest ![]() |
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