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Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

A friend that plays at my flgs recently began building a converted squats army for count as space wolves (they are the closest thing in 40k to dwarves) and after the majority of our gaming group seeing these little critters we decided to see if there were any old codices or fandexes about them (with little to no luck) and would really like a unique set of rules for the squats. We have tried writing the fanddx ourselves but we are far too biased or unoriginal to create a balanced and unique army to play so I decided to recruit the friendly dakka dakka community to male a balanced fandex for them. We don't want them to play similar to spahes mahreens like half of the game's armies already do. Our idea was to make them a semi elite/semi horde army (a nice balance in between) but we had no such success creating such a thing. If gou guys could help us out that would be great (if there already is something similar to a squat fandex please point this out to us via link or pm)

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

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Made in nz
Disguised Speculo





I've been working on some Squats of my own. Currently, I have them statted out as;

Beardmaster - Ork Warboss
Tinkerer - Ork Big Mek
Brewer - Painboss/Painboy
Stabby Dwarves - Ork Nobs / Biker Nobs / MANz ('ard, cybork, mix of power klaws and shooty stuff)
*Really* stabby Dwarves - Dreadnaughts and Kans and Mega Dreads and such (I reckon a dwarf could be built into a robot like that)
Shooty Dwarves - Flash Gitz

Alternatively, theres some pretty decent Chaos stuff. Between Chaos Space Marines, Chosen, Havocs, Terminators, and Thousand Sons you have all the bases covered.

As for a fandex, just make your own rules man. Personally, I'd see a squat as;

WS 3 BS 3 S 3 T 4 W 1 I 2-3 A1 Ld8 Sv 4+

Give them the option of a big dwarfy shield (+1 armour) or a powerfisty type hammer. Shooty Dwarves have some AP3 shenanigans and maybe lots of flame templates and small blasts. Lots of slow and purposeful. Give them a shield wall ability like the one the Dark Angels get (if 3+ models with shields are touching, +1 toughness). Great short range stuff and heavy weapons, good in CC in the same way terminators are, but slow and sucky against power weapons and at middle ranges.
   
Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Thanks for the advice! I will keep this in mind when trying to get a squat fandex made and balanced what points cost would you recommend the run of the mill squat be?

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

I thought out loud about a new xenos 40k race here:
http://www.dakkadakka.com/dakkaforum/posts/list/520612.page

Though I ended up making them semi-avian descendants, a lot of the rules and ideas behind it all would work for squats.
   
Made in ge
Annoyed Blood Angel Devastator





Republic Of Georgia

I'd like to see the Squats back again, they were actually a popular army back in the day, especially in my local area, and in Epic as well as 40K

So they have us surrounded? Excellent, now we can shoot in any direction we want!!!
 
   
Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

 Slaanesh-Devotee wrote:
I thought out loud about a new xenos 40k race here:
http://www.dakkadakka.com/dakkaforum/posts/list/520612.page

Though I ended up making them semi-avian descendants, a lot of the rules and ideas behind it all would work for squats.


Thanks for the reference this is similar to what I was thinking of for a few of the units I appreciate the help

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in us
Shas'la with Pulse Carbine






Arizona

The problem was Squats were essentially knock off Guardsmen in regular 40k, and Games Workshop hates Epic with a firey passion because Apoc is more lucrative. A better plan I think would be to reinvent the dwarf concept in 40k...something that could take advantage of the Dwarves' perchant for building big ass machines in a way that could be better translated into 40k... something like a base statline of:

WS4 BS3 S4 T4 W1 I3 A2 Ld9 Sv4+

Special Rules:
Relentless
Preferred Enemy: Orks
Bulky
And I'm thinkin either Adamntium Will or And They Shall Know no Fear

I'm thinking the Vehicles should be slow and powerful like a leman russ or a land raider, and either the occupants or the vehicle itself should have the ability to repair itself

The weapons should probably be high strength but low armor piercing (to go with the whole mining theme, they prefer big bangs and heavy drilling to punching a small hole through a wall)

Their special weapons should probably include melta and control/area denial abilities like mines and stuff

Also a drill insertion version of the drop pod (like the mawloc's ability) would probably fit in nicely.

I don't know how they would counter fliers though...maybe just lots and lots of quad guns that fire airbursting frag mines....something that floats in the air to autohit any fliers that pass through it.

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Hurr! Ogryn Bone 'Ead!





SoCal

omg...just the thought of FW styled Overlord Airships and a Cyclops Land Train sent shivers down my spine. It will never happen but still....
   
Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

 Kaiserbudheim wrote:
omg...just the thought of FW styled Overlord Airships and a Cyclops Land Train sent shivers down my spine. It will never happen but still....


It won't happen with that attitude

This message was edited 1 time. Last update was at 2013/05/15 02:10:12


"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in us
Regular Dakkanaut





I remember back in 2nd ed Squats had a bunch of boring, as in boring through the earth not dull, vehicles. So deep striking transports. I think they had something like a mortar missile that also went through the ground and had some weird effect, wish I could remember what. And they had some kind of earth shaker cannon that knocked down models in the blast template and did bad things to buildings. And they had the Thud Gun - one of the more annoying blast weapons to place. But mostly they were movement 3, WS 4, BS 3, T 4, S 3 with flak, or maybe it was carapace armor, with axes and bolters. Although many could buy a type of power armor as an upgrade. I just recently found box of psykic power cards, including the squats.

They really were not very exciting, that coming from a dwarf player. They mostly felt like slow orcs, but then without a full codex orcs were not all that interesting either.
   
Made in gb
Helpful Sophotect





Hampshire

Well, first off, if you haven't already found them:
Mantic ForgeFathers
For some pretty cool miniatures.

Termites and Hellbores for dedicated transports, think Rhino and Land Raider that deepstrike in via subterranean assault.
I think FW published rules for Mole Mortars, the underground mortar/missiles that GW used to love.
The hard part will be getting models to represent the massive amount of bikers that Squats used to have (and all riding Harleys too)
   
Made in us
Shas'la with Pulse Carbine






Arizona

Here's a thought:

HQ

Forgefather:-115

WS6 BS4 S4 T4 W3 I4 A4 LD10 Sv2+

Type: Infantry, Independent Character

Equipment:
Scatterfield Beamer: S6 AP6 Rg 24" Assault 3+D3 The Scatterfield Beamer is a precision mining tool designed to apply more intense pressure on specific points to allow maximum material removal rate with minimal risk of cave in
Heatforge Axe: Power Axe that rolls 2d6 for armor pen against vehicles. The heatforge axe relies on thermal conduction over a length of time, so breif strikes are less likely to push through dense armor and earth than concentrated pressure
MX-A01 Cave In Suit: Designed to provide a survivable environment and withstand intense pressure and force in the event of a cave in, the MX-A01 Cave in Suit confers a 2+ armor save

Rules:
Adamantium Will
Preferred Enemy: Orks
Bulky
Miners in a Hostile World: The Forgefather and any Demiurg within 24" are immune to fear effects, as nothing they can face, from the fiercest Bloodthirster to the most devious Homonculous, is worth than the things they've found underground.

Options:
Forge Shield............................................20pts (Confers the Banding Special Rule, and a 5+ invulnerable save. If all models in a squad have banding, and haven't moved more than 6" that turn, they gain +3 to their cover save. In the open they would have a 4+ save then.)
F4 Bombs................................................5pts (counts as melta bombs)
May exchange Scatterfield Beamer for:
Forge Rifle...............................................Free (S8 AP4 Assault 1, Template)
Bellows Rifle...........................................10pts( S8 AP1 Rg 36" Melta)
Plasma Rifle...........................................18pts(S7 AP2 Rg30" Assault 2, Lance)
May exchange Heatforge Axe for:
Drill Fist....................................................5pts (Powerfist that rolls 2d6 on armor pen)

Forgemother:-100pts

WS4 BS4 S4 T4 W2 I3 A2 Ld10 Sv3+ 4++

Type: Infantry, Psyker: Master Level 1

Equipment:
Giantkiller Armor: Giantkiller Armor is a psychic amplifier armor. It confers a natural 4+ invulnerable save by amplifying the forgemother's natural psychic powers.
Heatforge Glaive: Counts as a 2-handed powersword, 2d6 armor pen against vehicles the Heatforge Glaive also incorporates a Magicannon.
Magicannon: S6 AP3 Rg 24", Assault 3, Pinning

Psychic Powers: Forgemother may select up to 2 psychic powers from the following list
Earthforge: the Forgemother cracks the ground itself assunder, summoning massive chunks of earth and using it to protect against shooting and assaults. Forgemother and her unit get a 4+ save from shooting, and any unit assaulting suffers D3 hits at I10
Sunder: Targets One model (including vehicles) within 24" with a S10 AP1 shooting attack. The Forgemother may select the target if it is part of a squad, but LOS rolls may be taken as normal. This is her shooting attack for the turn.
Earthmover: Honed over millenia in tunnels, the forgemother lifts the ground beneath her foes and throws them back. Use during the opponent's assault phase, target unit trying to assault the Forgemother or her unit is pushed D6 inches directly away from the forgemother
Binding: The forgemother lifts the earth around her target, encasing them in a wall of rock. Target unit cannot move, shoot, or assault until their next movement phase. Said unit has a 3+ cover save until their next movement phase. this save can be improved by special rules. The unit cannot go to ground while bound.
Earthshaker: When locked in CC, the Forgemother may elect to forgo her attacks to deliver D6 I1 S8 AP5 attacks

Special Rules:
Adamantium Will
Preferred Enemy: Orks
Bulky

Forgemaster Errant:-80pts

WS4 BS3 S4 T4 W2 I3 A2 Ld10 Sv3+5++

Equipment:
Bellows Rifle
Battle Armor: Battle Armor is infused with ancient runes from an age when the Demiurg ruled their home galaxy, granting it durability beyond its meager bulk and conferring a 5+ invulnerable save
Forgehammer: Counts as a Power Maul with the Concussive Special Rule

Special Rules:
Adamantium Will
Preferred Enemy: Orks
Bulky

Options:
Forge Shield..............................+20pts
Relic Armor................................+20pts (save becomes 2+)
May Exchange Bellows Rifle for:
Forge Rifle...............................................Free
Scatterfield Beamer...............................Free
Plasma Rifle...........................................18pts

Bahaar-90pts (5 models)

WS5 BS3 S4 T4 W1 I3 A2 Ld9 Sv3+5++

Equipment:
Drill Axe
Battle Armor
Beamer: S6 AP6 Rg 30" Assault 1 (2-handed weapon)

Special Rules:
Adamntium Will
Preferred Enemy: Orks
Bulky

Options:
Forge Shields........................45pts
F4 Bombs..............................5pts
One Model may be upgraded to Clan Champion and be given:
Clan Hammer.......................25pts (The clanhammer replaces the chainaxe, is a thunderhammer and Chapter Banner)
Two members of the Squad may replace their Beamers with:
Sonic Driver....................+15pts (S5 Ap- Template. All models hit by a sonic driver and not killed are pushed D6 inches directly away from the firer)
Seeder cannon.............+15pts (S- Ap- range 30" large blast. it launches digging mines that home in on a target. Place the blast marker on the table and roll for scatter. Should any models under the blast move, run, shoot, or assault next turn, all models in their unit suffer S5 Ap- hits before the action is taken. The template is discarded after hits are resolved. Lasts for one turn if none of the afflicted models choose to move run shoot or assault.)
One model in the squad may exchange his beamer and chain Axe for:
Seeder Rifle.................+15pts(S6 Ap5 Assault 1, Large Blast)
Sergeant may take:
Surveyor Glass............+20(S-AP- Rng 24" Heavy 1. owning player may choose which models are removed on the hit unit for one round of shooting. Surveryor glass also reveals all models using hidden deployment within its effective range)
Sergeant may exchange his Chain Axe for:
Ballistic fist...................+10 all CC attacks for the sergeant are made at S5
Power Axe.....................+15pts
Drill fist..........................+25pts

This message was edited 1 time. Last update was at 2013/05/16 01:35:19


DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Shas'la with Pulse Carbine






Arizona

Troops


Demiurg Golaar-80pts (5 models)

WS4 BS3 S4 T4 W1 I3 A2 Ld9 Sv4+

Equipment:
Drill Axe
Cave In Armor
Beamer: S6 AP6 Rg 30" Assault 1 (2-handed weapon)

Special Rules:
Adamntium Will
Preferred Enemy: Orks
Bulky

Options:
Add up to 5 more models....14pts/model
Forge Shields........................45pts
F4 Bombs..............................5pts
Two members of the Squad may replace their Beamers with:
Sonic Driver....................+15pts (S5 Ap- Template. All models hit by a sonic driver and not killed are pushed D6 inches directly away from the firer)
Seeder cannon.............+15pts (S- Ap- range 30" large blast. it launches digging mines that home in on a target. Place the blast marker on the table and roll for scatter. Should any models under the blast move, run, shoot, or assault next turn, all models in their unit suffer S5 Ap- hits before the action is taken. The template is discarded after hits are resolved. Lasts for one turn if none of the afflicted models choose to move run shoot or assault.)
One model in the squad may exchange his beamer and chain Axe for:
Seeder Rifle.................+15pts(S6 Ap- Rg 24" Assault 2, Small Blast)
Sergeant may take:
Surveyor Glass............+20(S-AP- Rng 24" Heavy 1. owning player may choose which models are removed on the hit unit for one round of shooting. Surveryor glass also reveals all models using hidden deployment within its effective range)
Sergeant may exchange his Chain Axe for:
Ballistic fist...................+10 all CC attacks for the sergeant are made at S5
Power Axe.....................+15pts
Drill fist..........................+25pts

Forge Apprentices-80pts (5 models)-The youngest Demirug, they are taught their iron disciplines in the fires of the Demiurg Forges. As such they are weaker and less disciplined than their compatriots, but make up for it with their gusto and drive to prove themselves

WS4 BS3 S3 T3 W1 I3 A3 Ld8 Sv4+

Equipment:
Forge Hammers (doubles strength, 2 handed)
Forge Armor: convers a 4+ invulnerable save against flamer and melta weapons as it is designed to allow Forge Apprentices to handle the hottest materials for forging

Rules:
Hammer of Wrath
Preferred Enemy: Orks
Stubborn

Options:
Add up to 15 more models..............+16pts/model
One Model apiece may replace his forgehammer with:
Bellows Projector..............................+10pts (S5 AP4 Assault 1, Template)
Bellows Rifle......................................+10ots
Fusion Torch......................................+15pts (S8 AP1 Rg 12" Assault 1 Melta, attached to the Forge Hammer)
Sergeant May take:
Skyforge Hammer...........................+5pts (forge hammer that strikes at AP3)
Drill Fist.............................................+10pts
Heatforge Hammer........................+15pts (forgehammer that strikes at AP3, rolls 2d6 for armor penetration)

Thud Gun-40pts

T5 W2 Sv3+
Unit type: Artillery

Crew 2
Hellghast Projector

Special Rules:
Adamantium Will
Preferred Enemy Orks
Very Bulky

Options:
Add up to 3 more guns with associated crew for 40pts/model
Exchange Hellghast Projector for:
Heavy Beamer...............Free
Seeder Cannon............+5pts
Plasma Drill...................+15pts
Fusion Emitter..............+25pts


Dedicated Transport

Breaching Drill-100pts
F14 S10 R10

HP:2
Vehicle Type: Tank, Skimmer (It "hovers" below the ground when moving)
Transport Capacity: 20

Special Rules:
It Came From Below!: Breaching Drills may deep strike while carrying the squad who purchased them. The actual act of disgorging through the earth into the battlefield is quite chaotic however, and as such models may not assault when disembarking from the Breaching Drill the Turn that it arrives from deepstrike
Internal Guidance System
Assault Vehicle

Reaver Tracked Transport -80pts
BS3 F11 S11 R10

HP:3
Vehicle Type: Tank, Skimmer

Equipment:
Hellghast Projector (S6 AP4 Rg 12" Assault 1, Template Place the template with the Large end in range of the Weapon, and the small end pointing towards the weapon)
Firepoints: 4 models may fire their weapons from inside the vehicle. Two weapons may be fired out each of the side hatches

Capacity: 20

Options:
Side Mounted Heavy Beamers...+15pts(S6 AP5 Rg30" Assault 4)
Side Mounted Fusion Torch........+20pts
Rear Mounted Heavy Beamer....+7pts
Rear Mounted Seeder Rifle........+15pts
Exchange the Hellghast Projector for:
Plasma Drill...................................+15pts(S7 AP2 Rg 24" Assault 2, Lance)
Fusion Emitter...............................+25pts(S8 AP1 Rg30" Assault 1, Melta)

This message was edited 5 times. Last update was at 2013/05/16 19:14:21


DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Regular Dakkanaut





No standard S4. If an ork that is built like a gorrilla can't be as strong a a space marine then sure as Gork pimply but no stunty will. Other than that I love the idea.
   
Made in us
Shas'la with Pulse Carbine






Arizona

krazykishere wrote:
No standard S4. If an ork that is built like a gorrilla can't be as strong a a space marine then sure as Gork pimply but no stunty will. Other than that I love the idea.


Correct me if I'm wrong but aren't Orks T4 and any ork higher ranked than "boy" is S4 too?

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in gb
Helpful Sophotect





Hampshire

 dbsamurai wrote:
krazykishere wrote:
No standard S4. If an ork that is built like a gorrilla can't be as strong a a space marine then sure as Gork pimply but no stunty will. Other than that I love the idea.


Correct me if I'm wrong but aren't Orks T4 and any ork higher ranked than "boy" is S4 too?


Any Ork that is S4 or higher is a colossal monstrosity of muscle and (usually by then) iron.
Basic Ork Boyz are massively strong compared with humans but only get S3; Squats simply have no reason to be S4 within the 40k rules, they're short humans.
   
Made in us
Shas'la with Pulse Carbine






Arizona

The Infinite wrote:

Any Ork that is S4 or higher is a colossal monstrosity of muscle and (usually by then) iron.
Basic Ork Boyz are massively strong compared with humans but only get S3; Squats simply have no reason to be S4 within the 40k rules, they're short humans.


Ah but I'm not basing this off squats, I'm going off Demiurg. The subtle difference is that the squat concept was not only rigidly defined (high gravity humans with schitzo tech and a hatred for orks) but poorly designed, while the demirug are currently only "space dwarves with advanced tech and allied with the tau"

It gives me more room to play, and since so far I've only got 1 dedicated melee squad and they're not that good I think we can get away with it

And of course the fact that Orks are only as strong as they think they should be...given the limitations of the numbering system for 40k, it's entirely possible that they're less than 10% stronger than your average human, but they believe that their insanely massive guns should be light as a feather, and that their crude axes should cut through ceremite and adamantium, and so they do.

This message was edited 1 time. Last update was at 2013/05/16 19:25:25


DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Boosting Ultramarine Biker





Lowell, MA

Good riddance.
   
Made in us
Regular Dakkanaut





Orks are human height when they are slouched over and would be around 8-9ft tall standing up and are massively muscled. They are more than 10% stronger than an average human. If I am correct power armor gives SM a strength boost plus the gene enhanced strength which is why I assume they have a st4 stat.

This message was edited 1 time. Last update was at 2013/05/17 21:41:21


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

krazykishere wrote:
Orks are human height when they are slouched over and would be around 8-9ft tall standing up and are massively muscled. They are more than 10% stronger than an average human. If I am correct power armor gives SM a strength boost plus the gene enhanced strength which is why I assume they have a st4 stat.


That's actually not a bad hypothesis considering that it's entirely possible that each point on the scale isn't a 10% increase but instead a 10 fold increase (like the rictor scale). Still considering Demiurg are aliens who wear power armor at all times I don't think S4 T4 is out of the question.

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Fresh-Faced New User




I'm currently working on a Squat revival fandex called either Clan Shieldbreaker or The Galactic Legion. If you're interested I can post what I have so far.
   
Made in za
Fixture of Dakka




Temple Prime

Does it have fluff?

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in nz
Disguised Speculo





I fully agree with that "Squats aint no goddamn S4" thing.

Too much posted up to really review it all. One thing I did like was the Sonic Blast weapon that pushes units back, though I would suggest the unit makes a strength test or toughness test first. One part I didn't like is that Melta weapon with 36" range for the Forgefather.

Edit: Post it up man. Maybe put it in spoiler tags so we don't end up with massive posts.

This message was edited 1 time. Last update was at 2013/05/28 10:58:41


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

 Dakkamite wrote:
I fully agree with that "Squats aint no goddamn S4" thing.

Too much posted up to really review it all. One thing I did like was the Sonic Blast weapon that pushes units back, though I would suggest the unit makes a strength test or toughness test first. One part I didn't like is that Melta weapon with 36" range for the Forgefather.

Edit: Post it up man. Maybe put it in spoiler tags so we don't end up with massive posts.


Perhaps I should make it a Lance instead? I'd like the bellows rifle to be a long range tank killer.

As to the S4 thing, my ultimate rationale is that squats are all relentless cause they're stout muscly mo fo's. But rather than make them all relentless I figured I'd just give them basically nothing but assault weapons with maybe a few rapid fire weapons. But hey, they're also all wearing powered armor, which is basically the same as sticking orks in powered armor (like...say...nobz?) so I don't see how S4 standard is unfair.

Well I'm feeling experimental, so lemmi try adding in the adjusted profiles and some new stuff:

Spoiler:

HQ

Forgefather:-115

WS6 BS4 S4 T4 W3 I4 A4 LD10 Sv2+

Type: Infantry, Independent Character

Equipment:
Scatterfield Beamer: S6 AP6 Rg 24" Assault 3+D3 The Scatterfield Beamer is a precision mining tool designed to apply more intense pressure on specific points to allow maximum material removal rate with minimal risk of cave in
Heatforge Axe: Power Axe that rolls 2d6 for armor pen against vehicles. The heatforge axe relies on thermal conduction over a length of time, so breif strikes are less likely to push through dense armor and earth than concentrated pressure
MX-A01 Cave In Suit: Designed to provide a survivable environment and withstand intense pressure and force in the event of a cave in, the MX-A01 Cave in Suit confers a 2+ armor save

Rules:
Adamantium Will
Preferred Enemy: Orks
Bulky
Miners in a Hostile World: The Forgefather and any Demiurg within 24" are immune to fear effects, as nothing they can face, from the fiercest Bloodthirster to the most devious Homonculous, is worth than the things they've found underground.

Options:
Forge Shield............................................20pts (Confers the Banding Special Rule, and a 5+ invulnerable save. If all models in a squad have banding, and haven't moved more than 6" that turn, they gain +3 to their cover save. In the open they would have a 4+ save then.)
F4 Bombs................................................5pts (counts as melta bombs)
May exchange Scatterfield Beamer for:
Forge Rifle...............................................Free (S8 AP4 Assault 1, Template)
Bellows Rifle...........................................10pts( S8 AP1 Rg 36" Assault 1, Lance)
Plasma Rifle...........................................18pts(S7 AP2 Rg30" Assault 2)
May exchange Heatforge Axe for:
Drill Fist....................................................5pts (Powerfist that rolls 2d6 on armor pen)

Forgemother:-100pts

WS4 BS4 S4 T4 W2 I3 A2 Ld10 Sv3+ 4++

Type: Infantry, Psyker: Master Level 1

Equipment:
Giantkiller Armor: Giantkiller Armor is a psychic amplifier armor. It confers a natural 4+ invulnerable save by amplifying the forgemother's natural psychic powers.
Heatforge Glaive: Counts as a 2-handed powersword, 2d6 armor pen against vehicles the Heatforge Glaive also incorporates a Magicannon.
Magicannon: S6 AP3 Rg 24", Assault 3, Pinning

Psychic Powers: Forgemother may select up to 2 psychic powers from the following list
Earthforge: the Forgemother cracks the ground itself assunder, summoning massive chunks of earth and using it to protect against shooting and assaults. Forgemother and her unit get a 4+ save from shooting, and any unit assaulting suffers D3 hits at I10
Sunder: Targets One model (including vehicles) within 24" with a S10 AP1 shooting attack. The Forgemother may select the target if it is part of a squad, but LOS rolls may be taken as normal. This is her shooting attack for the turn.
Earthmover: Honed over millenia in tunnels, the forgemother lifts the ground beneath her foes and throws them back. Use during the opponent's assault phase, target unit trying to assault the Forgemother or her unit is pushed D6 inches directly away from the forgemother
Binding: The forgemother lifts the earth around her target, encasing them in a wall of rock. Target unit cannot move, shoot, or assault until their next movement phase. Said unit has a 3+ cover save until their next movement phase. this save can be improved by special rules. The unit cannot go to ground while bound.
Earthshaker: When locked in CC, the Forgemother may elect to forgo her attacks to deliver D6 I1 S8 AP5 attacks

Special Rules:
Adamantium Will
Preferred Enemy: Orks
Bulky

Forgemaster Errant:-75pts

WS4 BS3 S3 T4 W2 I3 A2 Ld10 Sv3+5++

Equipment:
Bellows Rifle
Battle Armor: Battle Armor is infused with ancient runes from an age when the Demiurg ruled their home galaxy, granting it durability beyond its meager bulk and conferring a 5+ invulnerable save
Forgehammer: Counts as a Power Maul with the Concussive Special Rule

Special Rules:
Adamantium Will
Preferred Enemy: Orks
Bulky

Options:
Forge Shield..............................+20pts
Relic Armor................................+20pts (save becomes 2+)
May Exchange Bellows Rifle for:
Forge Rifle...............................................Free
Scatterfield Beamer...............................Free
Plasma Rifle...........................................18pts

Bahaar-90pts (5 models)

WS5 BS3 S3 T4 W1 I3 A2 Ld9 Sv3+5++

Equipment:
Drill Axe
Battle Armor
Beamer: S6 AP6 Rg 30" Assault 1 (2-handed weapon)

Special Rules:
Adamntium Will
Preferred Enemy: Orks
Bulky

Options:
Forge Shields........................45pts
F4 Bombs..............................5pts
One Model may be upgraded to Clan Champion and be given:
Clan Hammer.......................25pts (The clanhammer replaces the chainaxe, is a thunderhammer and Chapter Banner)
Two members of the Squad may replace their Beamers with:
Sonic Driver....................+15pts (S5 Ap- Template. All models hit by a sonic driver and not killed are pushed D6 inches directly away from the firer)
Seeder cannon.............+15pts (S- Ap- range 30" large blast. it launches digging mines that home in on a target. Place the blast marker on the table and roll for scatter. Should any models under the blast move, run, shoot, or assault next turn, all models in their unit suffer S5 Ap- hits before the action is taken. The template is discarded after hits are resolved. Lasts for one turn if none of the afflicted models choose to move run shoot or assault.)
One model in the squad may exchange his beamer and chain Axe for:
Seeder Rifle.................+15pts(S6 Ap5 Assault 1, Large Blast)
Sergeant may take:
Surveyor Glass............+20(S-AP- Rng 24" Heavy 1. owning player may choose which models are removed on the hit unit for one round of shooting. Surveryor glass also reveals all models using hidden deployment within its effective range)
Sergeant may exchange his Chain Axe for:
Ballistic fist...................+10 all CC attacks for the sergeant are made at S5
Power Axe.....................+15pts
Drill fist..........................+25pts

Troops


Demiurg Golaar-80pts (5 models)

WS4 BS3 S3 T4 W1 I3 A2 Ld9 Sv4+

Equipment:
Drill Axe
Cave In Armor
Beamer: S6 AP6 Rg 30" Assault 1 (2-handed weapon)

Special Rules:
Adamntium Will
Preferred Enemy: Orks
Bulky

Options:
Add up to 5 more models....14pts/model
Forge Shields........................45pts
F4 Bombs..............................5pts
Two members of the Squad may replace their Beamers with:
Sonic Driver....................+15pts (S5 Ap- Template. All models hit by a sonic driver and not killed are pushed D6 inches directly away from the firer)
Seeder cannon.............+15pts (S- Ap- range 30" large blast. it launches digging mines that home in on a target. Place the blast marker on the table and roll for scatter. Should any models under the blast move, run, shoot, or assault next turn, all models in their unit suffer S5 Ap- hits before the action is taken. The template is discarded after hits are resolved. Lasts for one turn if none of the afflicted models choose to move run shoot or assault.)
One model in the squad may exchange his beamer and chain Axe for:
Seeder Rifle.................+15pts(S6 Ap- Rg 24" Assault 2, Small Blast)
Sergeant may take:
Surveyor Glass............+20(S-AP- Rng 24" Heavy 1. owning player may choose which models are removed on the hit unit for one round of shooting. Surveryor glass also reveals all models using hidden deployment within its effective range)
Sergeant may exchange his Chain Axe for:
Ballistic fist...................+10 all CC attacks for the sergeant are made at S5
Power Axe.....................+15pts
Drill fist..........................+25pts

Forge Apprentices-80pts (5 models)-The youngest Demirug, they are taught their iron disciplines in the fires of the Demiurg Forges. As such they are weaker and less disciplined than their compatriots, but make up for it with their gusto and drive to prove themselves

WS4 BS3 S3 T3 W1 I3 A3 Ld8 Sv4+

Equipment:
Forge Hammers (doubles strength, 2 handed)
Forge Armor: convers a 4+ invulnerable save against flamer and melta weapons as it is designed to allow Forge Apprentices to handle the hottest materials for forging

Rules:
Hammer of Wrath
Preferred Enemy: Orks
Stubborn

Options:
Add up to 15 more models..............+16pts/model
One Model apiece may replace his forgehammer with:
Bellows Projector..............................+10pts (S5 AP4 Assault 1, Template)
Bellows Rifle......................................+10ots
Fusion Torch......................................+15pts (S8 AP1 Rg 12" Assault 1 Melta, attached to the Forge Hammer)
Sergeant May take:
Skyforge Hammer...........................+5pts (forge hammer that strikes at AP3)
Drill Fist.............................................+10pts
Heatforge Hammer........................+15pts (forgehammer that strikes at AP3, rolls 2d6 for armor penetration)

Thud Gun-40pts

T5 W2 Sv3+
Unit type: Artillery

Crew 2
Hellghast Projector

Special Rules:
Adamantium Will
Preferred Enemy Orks
Very Bulky

Options:
Add up to 3 more guns with associated crew for 40pts/model
Exchange Hellghast Projector for:
Heavy Beamer...............Free
Seeder Cannon............+5pts
Plasma Drill...................+15pts
Fusion Emitter..............+25pts


Dedicated Transport

Breaching Drill-100pts
F14 S10 R10

HP:2
Vehicle Type: Tank, Skimmer (It "hovers" below the ground when moving)
Transport Capacity: 20

Special Rules:
It Came From Below!: Breaching Drills may deep strike while carrying the squad who purchased them. The actual act of disgorging through the earth into the battlefield is quite chaotic however, and as such models may not assault when disembarking from the Breaching Drill the Turn that it arrives from deepstrike
Internal Guidance System
Assault Vehicle

Reaver Tracked Transport -80pts
BS3 F11 S11 R10

HP:3
Vehicle Type: Tank, Skimmer

Equipment:
Hellghast Projector (S6 AP4 Rg 18" Assault 1, Template Place the template with the Large end in range of the Weapon, and the small end pointing towards the weapon)
Firepoints: 4 models may fire their weapons from inside the vehicle. Two weapons may be fired out each of the side hatches

Capacity: 20, may not carry models larger than "Bulky"

Options:
Side Mounted Heavy Beamers...+15pts(S6 AP5 Rg30" Assault 4)
Side Mounted Fusion Torch........+20pts
Rear Mounted Heavy Beamer....+7pts
Rear Mounted Seeder Rifle........+15pts
Exchange the Hellghast Projector for:
Plasma Drill...................................+15pts(S7 AP2 Rg 24" Assault 2, Lance)
Fusion Emitter...............................+25pts(S8 AP1 Rg24" Assault 1, Melta)

Fast Attack

Grinders -90pts (3 models)

WS4 BS3 S3 T5 W1 I3 A2 Ld9 Sv 3+

Unit Type:
Bikes

Equipment:
Grinder
-TL Beamer
-Grinder Wheels
-Assault grenades
Chain Axe

Special Rules:
Adamantium Will
Preferred Enemy: Orks
Grinder Boys: When charging into assault, Grinders may elect to forgo their attacks to deal D3 S6 AP6 autohit attacks. Declare before charging that the Grinders will attempt a Grind attack.
Extremely Bulky

Dovah Strike Fighter:-160 pts (1 model)
BS3 F12 S11 R11

Flyer

HP: 2

Equipment:
Hellghast projector
TL Heavy beamer

Rules:
Skyfire
Interceptor
Supersonic Flight

Options:
Take up to 2 more Dovah Strike Fighters in a Squadron:....160pts/model
Chaff Pod.......................................................................................+10pts +2 to cover save
Afterburners...................................................................................+10pts May move up to 48" in one turn flatout
Advanced Targetting system.....................................................+10pts +1BS

Exchange TL Heavy Beamer for:
Beamer Array...............................................................................+15pts S6 Ap5 Asault 2, Lance: Beamer array is fired from the emitters on the bottom of each wing. Draw an 18" line from the emitter towards wherever you're targetting. Any and all models under the line suffer a hit. if the line crosses a CC, both sides suffer D3 hits. Only 1 emitter may fire per turn, as otherwise the heat sinks in the wings are unable to cope and the wings will melt off.
Macross Missile Launcher........................................................+25pts S6 AP4 Rg 24" Assault 4, Small Blast

Fury Heavy Bomber:-180pts
BS3 F12 S12 R12

Flyer
HP:3

Equipment:
3 heavy beamers (one on each door one on the nose)
Thudd Bomb Launcher: S6 AP5 Rg 24" Assault 6 Small Blast, Bomber

Rules:
Interceptor
Bomber: any weapon with the bomber special rule may only be fired up to its maximum range over an area directly behind the bomber. This is because the launcher releases bombs as the aircraft flies, creating a trail of destruction behind it

Options:
May take 2 Dovah Strike Fighter Wingmen in a squadron....160pts/model
Chaff Pods.....................................................................................+10pts
Advanced Target Lock................................................................+10pts
Rapid Targetting array................................................................+10pts Gains Skyfire on door and nose guns
Heavy Armor.................................................................................+15pts +1HP

May Exchange Heavy Beamers for:
Plasma Drill.................................................................................+15pts
Fusion Emitter.............................................................................+25pts

May Exchange Thudd Bomb Launcher for:
Havoc Bomb Launcher.............................................................+15pts (S6 AP4 Rg 24" Assault 4, Large Blast, bomber)
Fury Bomb Dispenser...............................................................+30pts (S7 AP3 Rg24" Heavy 2, Barrage, bomber)

Yolsu'uum Tunnel Clearer -100pts
BS3 F12 S11 R10

Fast, Tank
HP:3

Equipment:
Toorcannon(S6 AP4 Rg 30" Assault 1, Template)
2 Heavy Beamer sponsons

Rules:
Mining Vessel: the Yolsu'uum has multiple drive systems to allow it to operate at all angles and inclines. Immobilized results may be rerolled. The rerolled result stands.
Move through Cover: Yolsu'uum specialize at navigating dense corridors and mines below ground to allow them to be cleared of any pests

Options:
Take up to 2 more models in a squadron at 100pts/model
Exchange the Toorcannon for:
Suncannon...................+30pts (S8 AP2 Rg 24" Assault 2, Lance)

Exchange Sponsons for:
Hellghast Projector....+5pts
Fusion Torch...............+20pts

Heavy Support

Forgehands -185pts (5 models)
WS4 BS3 S4 T4 W1 I2 A3 Ld9 Sv2+

Equipment:
Forgehand Armor:2+ save, 4++ save against Melta and Flamer weapons
Forgehammers
Beamer

Rules:
Adamantium Will
Preferred Enemy: Orks
Very Bulky
Hammer of Wrath

Options:
Add up to 5 more models at 37pts a model
Take Forge Shields....................5pts/model
F4 bombs....................................5pts
All members of the squad may replace their beamers with:
Bellows Projector......................5pts/model
Sonic Driver................................15pts/model
Fusion Torch..............................15pts/model
Plasma Rifle..............................20pts/model
Seeder Cannon.........................20pts/model
Sergeant may replace his Forgehammer with:
Skyforge Hammer...................+8pts
Drill Fist.....................................+15pts

Wumpus Artillery Tank

BS3 F12 S10 R10

HP:3
Tank

equipment:
Heavvy Ion Lance: two profiles S6 AP2 Rg24", Heavy 1 small blast, or S8 Ap3 Rg 36/unlimited, Ordinance 1

Options:
Advanced Targetting Array.......10pts
Redundant firing systems.......15pts
Heavy armor...............................25pts

This message was edited 7 times. Last update was at 2013/06/01 01:49:26


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