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Made in us
Death-Dealing Devastator





South Carolina, USA

I wrote this up earlier this year when I had a lot of spare time. I'm reasonably sure there's a lot of bad stuff in it because I'm not a great narrative player and I'm a very low-tier competitive player, but it was fun to write and I hope someone finds something entertaining in it.

In trying to develop a completely new "feel" for an army, I decided to 1) use the Kharadron Overlords models primarily to represent the squats and their vehicles, 2) focus the army on mechanical gadgetry and thematic weaponry considering the squat homeworlds were mining homeworlds and they did a lot of tunnel fighting. As a result, the centerpiece of every army based on this Fandex would be the airships, which are the last entries I'll put up. I realize the army as a whole doesn't make much sense until you read those entries and I apologize, but they are Heavy Support options for the Squats, so based on a normal codex, they're the next to last entries in order. That's just how I wrote the whole thing up.

Warhammer 40,000 Squats
Squats are short, tough abhumans whose culture developed largely on mining worlds. They are used to tunnel fighting. Due to cultural reasons they have a great deal of animosity towards orks and all varieties of Eldar.
They wear primarily flak armor, although some of the more important roles are filled by troops with better armor. They are skilled at shooting, but some sacrifice training in this area to master close combat. They prefer axes and hammers as close combat weapons. Due to their long experience with tunnel warfare they are good at finding tunnels and using them to their advantage. They also tend towards shorter-ranged weapons that have a good spread of cover, because pinpoint accuracy at 300meters isn’t that big a deal when you can see 10meters in front of you. Much more important is volume of fire or being able to cover a large arc of the tunnel in front of you.

EDIT: Updated to the latest rules I created. 14 August, 2020. I have playtested the Heavy Weapons Squad, the Gunboat, the Frigate, the Infantry Squad, and the Hearthkeeper. Altered a lot of basic rules to be strategems instead, as suggested.



This message was edited 3 times. Last update was at 2020/08/23 18:30:55


Squats 2020! 
   
Made in us
Death-Dealing Devastator





South Carolina, USA

Headquarters units

Technicans
Technical skill is highly regarded by the squats, and so a squat who spends his life repairing stuff that other squats use is respected and followed by his counterparts. However, a life spent repairing means less time spent mastering weapons and combat, so these squats tend to be less impressive in a martial sense.
........................M....WS...BS...S...T...W...A....Ld....Sv
Technician.......4”.....4+....4+...3....4...5....2....8*.....4+

Technicians are armed with trench sweepers and massive wrenches. They wear battleweave armor.
........................................Type...........S....AP....D....Range
trench sweeper...............assault 3.....3....-.......1......12
massive wrench..............melee........+1...-.......1.....melee

Special Rules
Grim Determination – the squats have survived centuries of bloody, tenacious battles against the orks. As a result they have a very stoic outlook. A model with this rule cannot have its leadership modified.
Technical Skill – a model with this rule may, at the start of the movement phase, choose to repair a vehicle within 3”. If so, this model may not move, but the vehicle regains D3 wounds.

Rune Priests
Rune Priests are squats who have learned a very specific method of harnessing warp energy which does not involve actually making contact with warp entities. As such, it is much safer than normal psyker powers, although it is considerably more limited in its effect. This is a profession that requires years of study and practice, and so just like Technicians, Rune Priests are not as martially effective as their more militaristic brethren.

.......................M...WS...BS...S...T...W...A...Ld...Sv
Rune Priest....4”....4+....4+...3....4...5....2...8*....4+

Rune Priests are equipped with a Rune Staff, which functions as a force weapon in close combat and can be used to make a limited ranged psychic attack, and wear battleweave armor.

..................................Type.........S...AP...D......Range
Rune Staff.................melee......+2...-1...D3.....melee
Rune Staff (ranged)...pistol 1.....4....-4...1.......12”

Special Rules
Grim Determination – the squats have survived centuries of bloody, tenacious battles against the orks. As a result they have a very stoic outlook. A model with this rule cannot have its leadership modified.
Rune Magick
1) Use this stratagem at the start of your first turn. For 1 CP the Rune Priest can permanently enhance a vehicle that he is being transported by to reduce damage taken by 1, to a minimum of 1. This stratagem can only be used once per battle.
2) Use this stratagem at the start of your first turn. For 1 CP the Rune Priest can permanently enhance a vehicle that is transporting him to function as if it had twice as many wounds as it currently does for the purposes of the vehicle wound table. This stratagem can only be used once per battle.
3) Use this stratagem at the start of your first turn. For 1 CP the vehicle transporting the Rune Priest can fire weapons this turn as if it had remained stationary.

Hearthkeeper
Hearthkeepers are the inner circle leaders of each squat hearth. They are very experienced, skilled leaders and have demonstrated skill in combat through decades of service. Their presence is inspiring and often they are armed with ancient relics of the hearth.

........................M....WS...BS...S...T...W...A...Ld...Sv
Hearthkeeper...4”....3+....3+....4...4...6....3....8*...3+/5++

Hearthkeepers wear augmetic power armor and wield relic weapons. They are also protected by Conversion Fields.

.......................................Type ...........S....AP...D....Range
Relic Trench sweeper.....assault 3.....4.....-......1.....14”
Relic slinger pistol...........rapid fire 1..4.....-......1.....22”
Relic Axe........................melee.........+2...-3.....2.....melee
Relic power hammer.......melee.........x2...-2.....2.....melee

Special Rules
Grim Determination – the squats have survived centuries of bloody, tenacious battles against the orks. As a result they have a very stoic outlook. A model with this rule cannot have its leadership modified.
Inspiring Presence – Infantry models within 6” of this model re-roll 1’s to hit and to wound in close combat.
Conversion Field – A conversion field transmutes other types of energy to photons, providing a 5+ invulnerable save. It can be overwhelmed by repeated fire but can also be blinding to attackers. The first unit to shoot at a unit with this rule is unaffected, but subsequent units attacking in the same turn with direct-fire weapons are -1 to hit. Units firing Non-LOS weapons at this unit are unaffected. Fliers attacking a unit with this rule after another unit has fired at it are +1 to hit.


Hearthmaster
The Hearthmaster is the leader of a given squat hearth. He is a veteran of decades of war and excels at leading troops, fighting on the battlefield, drinking, and planning assaults. A detachment may only include one instance of this model.
........................M....WS...BS...S...T...W...A...Ld...Sv
Hearthmaster...4”....3+....2+....4...4...7....3....8*....3+/5++

Hearthmasters wear augmetic power armor and are protected by conversion fields. They wield relic axes and relic flechette pistols.

................................................Type...........S...AP...D....Range
Relic flechette pistol (long)......assault 2....4....-1....2....14
Relic flechette pistol (close).....pistol 1.......4...-1....2....14
Relic Axe.................................melee.......+2...-3....2....melee

Special Rules
Grim Determination – the squats have survived centuries of bloody, tenacious battles against the orks. As a result they have a very stoic outlook. A model with this rule cannot have its leadership modified.
Conversion Field – A conversion field transmutes other types of energy to photons, providing a 5+ invulnerable save. It can be overwhelmed by repeated fire but can also be blinding to attackers. The first unit to shoot at a unit with this rule is unaffected, but subsequent units attacking in the same turn with direct-fire weapons are -1 to hit. Units firing Non-LOS weapons at this unit are unaffected. Fliers attacking a unit with this rule after another unit has fired at it are +1 to hit.
Battlefield Command – this unit offers access to the following stratagems.
1) – Use this stratagem at the start of the combat phase. For 1 CP, 1 infantry unit within 6 inches of this model hits Ork, Aeldari, Dark Aeldari, Harlequin, or Ynnari units on 2+ in the combat phase.
2) – Use this stratagem at the beginning of your turn. For 1 CP, 1 technician within 8 inches of this model repairs 4 wounds this turn instead of D3 wounds.
3) – Use this stratagem at the start of your first turn. For 1 CP, the first time a vehicle transporting this model would roll a D6 to see if it explodes, do not roll. Instead, the result is as if a 1 had been rolled. If the vehicle is reduced to 0 wounds again, roll a D6 as normal (including the normal squat Crisis Averted! Rule). This effect lasts for the duration of the battle and can affect more than one vehicle.
4) – Use this stratagem at the start of your first turn. For 2 CP, all units within 6” of this model attack in the combat phase with a WS of 2+. This effect lasts for the duration of the battle

This message was edited 4 times. Last update was at 2020/08/14 00:58:36


Squats 2020! 
   
Made in us
Death-Dealing Devastator





South Carolina, USA

TROOPS

Squat Infantry
Basic infantry troops, they are the equivalent (almost) of Imperial guard troops. With their short, stumpy legs, they cannot move as fast as Imperial Guard troops, which is a serious drawback. Very frequently, these troops are deployed on the battlefield in their dedicated transports, the Air Hauler.
........................M....WS...BS...S...T... W...A... Ld... Sv
Troops.............4”.....4+....3+....3...4 ...1... 1... 8*... 5+
Sergeant.........4”.....4+....3+....3 ...4... 1... 2... 8*... 5+

Infantry squads consist of 9 troops and one sergeant. Troops may be armed with slinger pistols or trench sweepers and a close combat weapon. All of the models in the unit wear flak armor. The sergeant may be equipped with a power hammer in place of his CCW.

................................ Type...............S .. AP ... D ....Range
slinger pistol.............rapid fire 1......3 .. - 1 .....1 .....20
trench sweeper.........assault 3........3 .. - 1 .....1......12
power hammer.........melee............+2....-2......1.......melee

Special Rules
Grim Determination – the squats have survived centuries of bloody, tenacious battles against the orks. As a result they have a very stoic outlook. A model with this rule cannot have its leadership modified.

Squat Bikers
Midgets on quad-bikes. I made mine using GSC WolfQuads, but there are plenty of 3rd party models that would do just as well. A unit consists of 3 bikes, each with a crew of 2. One of the bikes is the Sergeant.
........................M....WS...BS...S...T... W...A... Ld... Sv
Troops.............10”...4+....3+...3...5 ...3...2... 8*... 4+
Sergeant.........10”...4+....3+....3...5....3...3... 8*... 4+

Bikes are armed with 2 slinger pistols and a heavy stubber.

This message was edited 3 times. Last update was at 2020/08/23 18:23:12


Squats 2020! 
   
Made in us
Death-Dealing Devastator





South Carolina, USA

Elites

Hearthguard

Hearthguard are elite warriors of each Hearth (like a tribe). They protect the leaders of the Hearth and secure the Hearths treasures and offices.
........................M.....WS...BS...S...T....W....A...Ld....Sv
Troops.............4”......3+....3+...4....4....2.....2....8*....3+/5++
Master Sgt.......4”......3+....3+...4...4.....2.....3....8*....3+/5++

Units consist of a Forgebrother and a Master sergeant. Up to 3 additional Forgebrothers can be added to the unit. They are equipped with their choice from the ranged weapon list below and an heirloom heavy power hammer. The Master Sergeant is equipped with his choice from the ranged weapon list below and an heirloom heavy power hammer. Each model wears augmetic power armor and is equipped with a conversion field.

....................................................Type.............S....AP....D......Range
Heirloom heavy power hammer...melee...........9.....-3.....D3....melee
Pulse Rifle...................................rapid fire 1....6....-3.....1.......30"
Burst Cannon..............................assault 4.......5.....0......1......18"
Fusion Blaster.............................assault 1.......8.....-4.....D6....18"

Special Rules
Grim Determination – the squats have survived centuries of bloody, tenacious battles against the orks. As a result they have a very stoic outlook. A model with this rule cannot have its leadership modified.
Conversion Field – A conversion field transmutes other types of energy to photons, providing a 5+ invulnerable save. It can be overwhelmed by repeated fire but can also be blinding to attackers. The first unit to shoot at a unit with this rule is unaffected, but subsequent units attacking with direct-fire weapons are -1 to hit. Units firing Non-LOS weapons at this unit are unaffected. Fliers attacking a unit with this rule after another unit has fired at it are +1 to hit. 


Medics
Medics are squats who have focused on the healing arts. Similar to technicians and Rune Priests.
........................M WS BS S T W A Ld Sv
Medic 4” 4+ 4+ 3 4 5 2 8* 4+

Medics are armed with trench sweepers. They wear battleweave armor.
........................................Type S AP D Range
trench sweeper assault 3 3 - 1 12

Special Rules
Grim Determination – the squats have survived centuries of bloody, tenacious battles against the orks. As a result they have a very stoic outlook. A model with this rule cannot have its leadership modified.
Healing skill – a model with this rule may, at the start of the movement phase, choose to heal an infantry within 3”. If so, this model may not move, but a wounded model in the unit regains D3 wounds. If there are no wounded models in the unit, a slain model may be returned to the battle with 1 wound. If the unit has taken no wounds or has no slain members, this skill has no effect.


Psykers
Psykers are squats with psychic powers. They are not very highly regarded in their society and are quite rare. Their powers are not significantly different from other human pskyers, but their presence unnerves their brethren.
........................M WS BS S T W A Ld Sv
Psyker 4” 4+ 4+ 3 4 5 2 7 5+

Squat Psykers are armed with laspistols and force hammers. They wear flak armor. This model knows Smite and one other Psychic power from the Imperial Guard Psychic Powers. It can manifest one psychic power per turn and deny one power per turn.
Type S AP D Range
laspistol pistol 1 3 - 1 12
force hammer melee +2 -2 D3 Melee

Special Rules
Kind of an odd duck – a detachment with a Squat Psyker loses the Grim Determination special rule. No unit in the detachment benefits from that rule for the duration of the battle.



FAST ATTACK


Joeys
Joeys are squat assault troops who use a limited-duration anti-gravity effect generator to bounce through the air and attack enemy troops. They are equipped with high-density Duralor armor, with augmetic muscle fibres underneath the plates of armor to give them enhanced strength.

.........................M....WS..BS...S.....T.....W....A...Ld...Sv
Troops.............10”....3+...3+....4.....4.....1....1....8*....3+
Sergeant.........10”....3+...3+....4.....4.....1....2....8*....3+

Each squad consists of 2 troops and a sergeant. Each model is equipped with a flechette pistol and an aggressor chainsword. The sergeant may swap his aggressor chainsword for a power hammer. You can add up to 3 additional troops to the squad.

.........................................Type...............S.....AP....D......Range
flechette pistol (long)........assault 2........3......-1.....1......12
flechette pistol (close).......pistol 1...........3......1......1......12
aggressor chainsword.......melee.........user....-1.....1......melee (+1 attack)
power hammer..................melee............+2....-2.....1......melee

Special Rules
Grim Determination – the squats have survived centuries of bloody, tenacious battles against the orks. As a result they have a very stoic outlook. A model with this rule cannot have its leadership modified. 

Gunhauler

Gunhaulers are the smallest squat airships. They have no dedicated transport capacity but are typically heavily armed for their size. They use the same anti-gravity that the Joeys use but switch between multiple anti-grav engines to provide for constant flight.

................................M.....WS...BS...S.....T......W.....A.....Ld....Sv
Gunhauler..............14”.....6+....*......6......7.....11.....*......8......3+

A Gunhauler is equipped with a low-velocity battle cannon, a boarding defense assault stubber, and 2 missile launchers.

............................................Type...........S....AP...D.....Range
Low-velocity battle cannon..heavy D6....7....-2....D3...24 (blast)
missile launcher (krak)........heavy 1.......8....-2....D3...48
missile laucher (frag)...........heavy D6....4......-....1.....48 (blast)
assault stubber....................assault 3.....4....-1....1.....24

Special Rules
Cunning Gadgetry – Each turn, at the start of the movement phase, roll a D6. On a 4 or 5, this model recovers 1 wound. On a 6, this model recovers D3 wounds.
Demolition masters – This model always gets the maximum number of shots when firing a weapon that has a random number of shots.
Ah Cannae Push Her Any Faster, Cap’n! – If this vehicle advances during the move phase, it immediately takes D3 mortal wounds. Those wounds may NOT be transferred to troops being transported.
Explodes! – when a model with this rule is reduced to 0 wounds, roll a D6. On a 6, the model Explodes, causing D3 mortal wounds to any model within D6 inches.

This message was edited 6 times. Last update was at 2020/08/14 18:15:20


Squats 2020! 
   
Made in us
Death-Dealing Devastator





South Carolina, USA

And now, the most important part! The Heavy Support!

HEAVY SUPPORT

Squat heavy weapons teams

Heavy weapons teams are made up of troops who have excellent marksmanship and an affinity for heavy weapons. The unit consists of 4 troops and a Senior Sergeant.

........................M....WS...BS....S....T....W....A...Ld...Sv
Troops.............4”....4+.....3+....3....4....1.....1...8*....5+
Sr Sergeant.....4”....4+.....3+....3....4....1.....2...8*....5+

Each member of the squad is equipped with a heavy weapon or a trench sweeper and wears flak armor. The Senior Sergeant has a heavy weapon and a power hammer. Up to 5 additional troops can be added.

..................................Type..............S.....AP....D.....Range
Plasma repeater........Rapid fire 1....6.....-3.....1.......30
Plasma repeater........Rapid Fire 2..6.....-3.....1........30
(overcharged)
Plasma fusil...............Heavy 1.........7.....-3.....2.......36
Plasma fusil...............Heavy 1.........8.....-3.....2.......36
(overcharged)
Heavy slinger.............Heavy 3........6......-1.....1.......24
Heavy flechette gun...assault 4.......4......-1.....1......18”
blob gun.....................assault 1.......*.......-.......*......18”
Rotary cannon...........assault 4.......6......-1.....1......26"
power hammer...........melee..........+2......-2....1.......melee

*if a model is hit with a blob gun, mark it with a token. At the start of the controlling players turn, roll a D6 (add +1 to the roll for every token the unit has, up to +4). If the result is less than the models Strength, then the model breaks free of the blob and takes 1 mortal wound. If the result is higher than the models Strength, the model takes 1 mortal wound, reduces the number of blob tokens by 1, and its units movement is reduced by 2. The player controlling the targeted unit may choose which models are hit by blob guns, and since it does not cause wounds immediately, multiple models may be “blobbed” in the same unit. Movement penalties are NOT cumulative.

Special Rules
Grim Determination – the squats have survived centuries of bloody, tenacious battles against the orks. As a result they have a very stoic outlook. A model with this rule cannot have its leadership modified


Air Cruiser
An Air Cruiser is the heaviest squat gunboat. It can transport 18 troops and is decked out with offensive weapons, and plenty of defensive guns.

........................................M.....WS...BS...S...T...W....A...Ld....Sv
Arkanaut Air Cruiser........10”...6+.....*......6...7...16....*....8......3+/5++

An Arkanaut Air Cruiser is armed with a battle cannon, 2 twin heavy bolters, two missile launchers, and 6 defense heavy stubbers.
.......................................Type...........S....AP....D....Range
Battle cannon..................heavy D6...8....-2....D3....48
twin heavy bolter.............heavy 6......5....-1....1......36
missile launcher (krak)....heavy 1......8....-2....D3...48
missile launcher (frag).....heavy D6...4.....-.....1......48
heavy stubber..................heavy 3......4....-1....1......36

Special Rules
Open-decked – Troops being transported by this model may fire their own weapons or they may man the boarding defense guns. Models firing boarding defense guns may not fire their own weapons. Also, troops may assault from the ship in the charge phase, even if the ship moved during the movement phase.
Death before disassembly! – If this model takes a non-mortal wound, roll a D6. On a 2+, the wound may be transferred to a model being transported by this model, but the model the wound is transferred to is removed from play. This rule does not affect mortal wounds.
Cunning Gadgetry – Each turn, at the start of the movement phase, roll a D6. On a 4 or 5, this model recovers 1 wound. On a 6, this model recovers D3 wounds. If the vehicle is transporting troops, up to 2 troops may be dedicated to repairs – for each model dedicated to repairs, add +1 to the roll. Troops assisting in repairs may not fire any weapons or charge this turn.
Demolition masters – This model always gets the maximum number of shots when firing a weapon that has a random number of shots.
Ah Cannae Push Her Any Faster, Cap’n! – If this vehicle advances during the move phase, it immediately takes D3 mortal wounds. Those wounds may NOT be transferred to troops being transported.
Crisis Averted! – When a vehicle with this rule is transporting troops and rolls to see if it Explodes, on a 1, the controlling player may pick a model being transported and remove it from play. The vehicle does not explode, instead it remains in play with 1 wound. If there are no models being transported by this vehicle, the ability fails.
Explodes! – when a model with this rule is reduced to 0 wounds, roll a D6. On a 6, the model Explodes, causing D6 mortal wounds to any model within 2D6 inches.
Conversion Field – A conversion field transmutes other types of energy to photons, providing a 5+ invulnerable save. It can be overwhelmed by repeated fire but can also be blinding to attackers. The first unit to shoot at a unit with this rule is unaffected, but subsequent units attacking in the same turn with Line-of-sight weapons are -1 to hit. Units firing Non-LOS weapons at this unit are unaffected. Fliers attacking a unit with this rule after another unit has fired at it are +1 to hit.


DEDICATED TRANSPORT

Arkanaut Frigate
The Arkanaut Frigate is the basic airship of the squat army. It can transport 12 troops and has a bunch of guns everywhere.

................................M....WS....BS...S...T.....W....A...Ld...Sv
Arkanaut Frigate.....12”...6+......*.....6....7....12....*....8.....3+

An Arkanaut Frigate is armed with a low-velocity battle cannon, 2 missile launchers, and 3 boarding defense heavy stubbers.
...........................................Type..........S....AP....D....Range
low-velocity battle cannon...heavy D6...7....-2.....D3......36
missile launcher (krak).........heavy 1.....8....-2....D3....48
missile launcher (frag).........heavy D6..4.....-......1......48
heavy stubber......................heavy 3.....4....-1.....1......36

Special Rules
Open-decked – Troops being transported by this model may fire their own weapons or they may man the boarding defense guns. Models firing boarding defense guns may not fire their own weapons. Also, troops may assault from the ship in the charge phase, even if the ship moved during the movement phase.
Death before disassembly! – If this model takes a non-mortal wound, roll a D6. On a 2+, the wound may be transferred to a model being transported by this model, but the model the wound is transferred to is removed from play. This rule does not affect mortal wounds.
Cunning Gadgetry – Each turn, at the start of the movement phase, roll a D6. On a 4 or 5, this model recovers 1 wound. On a 6, this model recovers D3 wounds. If the model is transporting troops, up to 2 troops may be dedicated to repairs – for each model dedicated to repairs, add +1 to the roll. Troops assisting in repairs may not fire any weapons or charge this turn.
Demolition masters – This model always gets the maximum number of shots when firing a weapon that has a random number of shots.
Ah Cannae Push Her Any Faster, Cap’n! – If this vehicle advances during the move phase, it immediately takes D3 mortal wounds. Those wounds may NOT be transferred to troops being transported.
Crisis Averted! – When a vehicle with this rule is transporting troops and rolls to see if it Explodes, on a 1, the controlling player may pick a model being transported and remove it from play. The vehicle does not explode, instead it remains in play with 1 wound. If there are no models being transported by this vehicle, the ability fails.
Explodes! – when a model with this rule is reduced to 0 wounds, roll a D6. On a 6, the model Explodes, causing D3 mortal wounds to any model within 2D6 inches.

This message was edited 2 times. Last update was at 2020/08/23 18:24:47


Squats 2020! 
   
Made in us
Preacher of the Emperor






Interesting fandex. I suspect the Rune Priest's special powers are OP, given that they give big permanent bonuses for just 1 CP each. The basic troops are much better than Guard, even with more 4", given their T:4, BS:3+, and Ld:8 plus Grim Determination rule.

Do you have any thoughts on point costs? Of course with 9th edition about to drop and all point values about to be reset, we homebrewers are in a weird limbo...

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Death-Dealing Devastator





South Carolina, USA

I think I had the squats infantry priced the same as Imperial Guard infantry. You're right that 9th edition is going to change everything about how they're valued. A 4" move is a much smaller penalty when the table is 44x60 than when the table is 48x72.

And looking back over the Rune Priest abilities, obviously most of them are going to have to change. First of all, vehicles firing isn't affected by movement anymore, so the 3rd ability is pointless. And secondly, the number of CP you can have for an army is considerably higher. Do you think I should add an ability that impacts infantry units, or characters, to give some variety? They would be pretty limited, like "improve save by 1" or "improve weapon range by 4" or something...

Another part of my vision for the Squat army was "spend most of your CP up front and play like it's 7th edition." I basically was trying to design a set of abilities that would be worth using to the exclusion of the command re-roll and the other general-use stratagems. With the changes in CP generation, I will definitely have to re-think that portion of the codex too.

EDIT: I'm also considering moving the Alchemist from HeadQuarters to Elites, since they'll be essential if you want to do anything without a Frigate.

This message was edited 2 times. Last update was at 2020/07/11 12:46:51


Squats 2020! 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Yeah, the basic troop is far better than a basic Guardsmen. They should NOT be the same price.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Death-Dealing Devastator





South Carolina, USA

 JNAProductions wrote:
Yeah, the basic troop is far better than a basic Guardsmen. They should NOT be the same price.


I see your point. Thank you for your feedback.

Due to their slower movement, lower armor save, and not-as-effective weapons, would pricing them the same as Tempestus scions be appropriate?

Squats 2020! 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

I’d say save the points for now. See what 9th brings, and cost them then.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





Awesome work so far! May your space dwarves slay many a foe.

A few notes:

* Ancient Enmity. Rules that make you better only against specific factions are kind of hard to balance and oft-maligned by those who have them. Ask chaos players how much they like their anti-imperial rules when they're facing eldar. Rather than making this a baked-in rule that players are paying for (in points cost) regardless of whom they're facing, consider making this a chapter tactic equivalent. So if you face orks and eldar a lot, you can lean into the fluffy dwarven grudges. But if you don't face such foes, you don't feel like you're being charged for a rule you won't use.

* Tunnels Are Everywhere seems to have some edition confusion. In 8th, "area terrain" isn't really a thing, and neither are "cover saves." My assumption is that you want to add +1 to armor saves when in cover, but that's just kind of what cover typically does this edition? Also, cancelling overwatch is about to become hyper-specific as it's only going to be available to tau, those who use a strat, and a handful of other special cases in 9th.

* Rune Priest. I don't believe "force weapon" is technically a thing this edition, though it's obvious you mean force staff. No big deal. I like how you have characters unlocking access to stratagems, but they way you seem to be handling them feels a bit odd. Why not have all of the "on your first turn" strats simply be pre-game strats? It seems like enscribing runes of protection is the sort of thing you'd do between battles, not after the enemy has started shooting. You could even take it a step further and just turn these effects into strats that don't require a character to unlock or just turn them into wargear options. But maybe I'm underestimating this guy's ability to jot down some quick-and-dirty runes on the fly.

* The second alchemy strat (the healing one) feels a little redundant with your medic. Also, "temporary wounds", feel slightly wonky. How would you feel about turning this into a Feel No Pain 5+ or Transhuman Physiology equivalent?

* The hearthmaster has two abilities that functionally do the same thing (let you hit on a 2+). One is cheaper and specific to certain armies, but still. Also, Ancient Enmity plus the ability to hit on a 2+ means that you're starting to double-dip on melee buffs. Just be careful that you don't accidentally stack too many similar buffs at once and inadverdently make them too good. Your basic troops with a hearthmaster are already better at melee than a lot of ynnari aeldari units. XD

* "Also, troops may assault from the ship in the charge phase, even if the ship moved during the movement phase." I think what you probably want is to either let the troops disembark after the transport moves and then charge (but not shoot); similar to but different from the impulsor rule, OR you want to emulate the ork strat that lets passengers make attacks while their transport is in combat. What you currently have written is pretty clear in its intent, but the words used don't really match with 8th edition terminology, and I suspect this creates weird interactions with things like overwatch, charge buffs/debuffs, etc.

*Death Before Disassembly. I'm unclear on how many models this thing can transport, but I worry about giving the thing too many extra wounds. Even if it only transports 5 dudes, 5 extra wounds is a big deal.

*Cunning Gadgetry is neat, but probably too complicated. Similar rules in the game either automatically restore a single wound or else restore either 1 or 1d3 depending on a die roll. Having to track how crew are assigned is probably a step more complex than I"d personally go for.

* I feel like the air cruiser just generally has way too many special rules and way too many defensive buffs. You've given it...
-an invul
-a to-hit penalty
-16 wounds
- the ability to pass off wounds to cheap passengers on a 2+
-the ability to heal 1 or 1d3 wounds each turn
- the ability to prevent death when it would normally explode

Plus, you can heal it for an extra d3 or 4 each turn using other units. That's a lot of double-dipping on defensive buffs. I'd probably try to limit the special rules to like... 3, and specifically try to ditch some of the defensive buffs.


But of course, that's just me. Thanks for sharing all your hard work. Be sure to let us know how any games with these rules go!




ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Death-Dealing Devastator





South Carolina, USA

Wyldhunt, those are really good points. Thank you for your feedback as well. I have gone back and am re-examining my efforts now. Pity I don't have the notebook I wrote everything down in, but only my .docx version (the one that doesn't even include the degrading wound track for the vehicles!).

I will tweak some of the wording and ask for feedback again later if that's okay. Once I'm really satisfied with it, I'll edit the original posts.

Thanks again!

Squats 2020! 
   
Made in us
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South Carolina, USA

Relics
Svarden's Lunchbox - This lunchbox contains a hearty sandwich and a powerful frag grenade. The model with this relic may use it at the end of its movement phase. When used, the model regains 1 lost wound, and in the shooting phase MUST make a grenade attack - no other shooting attack is allowed.

...............................................S..........AP..........D.......RNG...........Type
Svarden's hand grenade........4...........-............1.........6"...............Grenade D6

Squats 2020! 
   
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In My Lab

 dadx6 wrote:
Relics
Svarden's Lunchbox - This lunchbox contains a hearty sandwich and a powerful frag grenade. The model with this relic may use it at the end of its movement phase. When used, the model regains 1 lost wound, and in the shooting phase MUST make a grenade attack - no other shooting attack is allowed.

...............................................S..........AP..........D.......RNG...........Type
Svarden's hand grenade........4...........-............1.........6"...............Grenade D6
That relic is atrocious.

Regain 1 wound and get slightly less than a Stormbolter's worth of damage. Not worth the slot at all.

Clocks for the clockmaker! Cogs for the cog throne! 
   
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South Carolina, USA

 JNAProductions wrote:
That relic is atrocious.

Regain 1 wound and get slightly less than a Stormbolter's worth of damage. Not worth the slot at all.


I appreciate the feedback. I wanted to ensure it wasn't overpowered, and I assume that I succeeded. What, in your opinion, would make it worth taking, but still not overpowered? S5 AP-1?

Squats 2020! 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 dadx6 wrote:
 JNAProductions wrote:
That relic is atrocious.

Regain 1 wound and get slightly less than a Stormbolter's worth of damage. Not worth the slot at all.


I appreciate the feedback. I wanted to ensure it wasn't overpowered, and I assume that I succeeded. What, in your opinion, would make it worth taking, but still not overpowered? S5 AP-1?
Honestly, I'd basically never take a one-shot weapon as a Relic, especially not one with a 6" range.

Compare to something like the Tachyon Arrow, which isn't even a Relic.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Death-Dealing Devastator





South Carolina, USA

I've made several changes to several units. Added Bikers and turrets, will be adding Thudd Guns. Removed the Alchemist, turned most of the special rules into cheap Stratagems.

Compared the infantry squad to stormboyz and Ork boyz yesterday and they seem fairly balanced at 3PL for an infantry squad. Joeys seem balanced as well. Haven't tried any of the other units. Probably going to remove several of the Heavy Weapons Team weapons choices, just because a unit of Kharadron Overlord Thunderers only include the Aethershot gun for each model - blob guns and the rest would be really rare. Will add Assault Cannons to the heavy weapons team, though, since the Arkanaut company and the Endrinriggers come with something that looks like an assault cannon in each box.

Also busy figuring out how to add Squats into Battlescribe. When I get that done and have tested the units I have (Joeys, Bikers, infantry, Technician, Hearthkeeper, Gunboat, Frigate, Sentry Turret, Thudd gun) I'll share my final analysis and the battlescribe file. And a picture, too, I guess.

Right now, infantry squads are "Max 3 per battalion, and you can only take 1 infantry squad for each sentry or breacher turret you bring". That might change, but for fluff reasons it seems impractical. I should also work up regimental doctrines or the like.

Squats 2020! 
   
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South Carolina, USA

Strategems

Stoicism - 1CP
Select a unit with the Grim Determination rule that failed its morale check. That unit only loses one model. None of the rest of the models in the unit take combat attrition tests.

Tunnels are Everywhere! - 1CP
Use in the Charge phase. A Squat unit that is charging into light cover, heavy cover, dense cover, or difficult ground cannot be overwatched.

Closer to the Ground - 2CP
Use this strategem before the game starts. Select a single Squat unit. For the duration of the battle, that unit receives +2 to its save characteristic when in Light or Heavy cover.

Preventive Maintenance - 2CP
Use in the shooting phase. Select a Squat unit. For the duration of the shooting phase, that unit suffers no adverse affects from their weapons (ie, plasma weapons do not cause mortal wounds).

Ancient Enmity - 1CP
Use in the Charge phase. Select a Squat unit. That unit gains +1 Attack against Ork, Aeldari, Dark Aeldari, Harlequin, or Ynnari units until the end of the turn.

This message was edited 1 time. Last update was at 2020/08/14 16:31:04


Squats 2020! 
   
Made in us
Death-Dealing Devastator





South Carolina, USA

Finally have enough turrets and a Thudd gun. Now I can field a battalion-sized force and start seeing how it feels. Small-scale battles vs. orks and Imperial Guard seemed balanced, but didn't involve very many Gunhaulers, heavy weapons, or any Hearthguard. The only HQ I've tested so far is the Hearthkeeper, who feels reasonable at the moment.

Squats 2020! 
   
Made in us
Longtime Dakkanaut





Denison, Iowa

I have to say I like these rules. I have been building up my Squat army as a modeling project, with fingers crossed that GW decides to make them an army.

I'm basing a majority of my models on figures from Wargames Atlantic, with a couple squads and a tank from Mantic, the Necromunda Squats, and the Kharadron Overlord Argonaut captain guy.

Do you think 4 movement might be a tad slow? Its going to make capturing objectives a pain in the butt.
   
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Hardened Beards

Squats beards are tough as nails and offer a +1 to save as if model was in cover.
   
Made in de
Longtime Dakkanaut





@OP:

Take a look at the Squats from 2nd presented in the Battle Bible (found online by Google-Fu). Then extrapolate from there so that they fit in the current edition.
   
 
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