40K - Squats
SQUAT SPECIAL CHARACTERS
Special Characters:
The following characters are legendary characters from Squat
history and culture. They are unique and rarely encountered,
and they volunteer their specialized services only in the most
dire of situations. To represent this, Special Characters are
only allowed in the scenario with your opponent’s permission.
Other restrictions for some of the characters may apply as well.
Thurgrim Ironheart, the Warlord of Thunder Hold
Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Thurgrim Ironheart |
145 |
5 |
5 |
4 |
4 |
3 |
4 |
3 |
11 |
2+ |
Weapons: Plasma pistol and Lightning Maul
Special Rules
Character: Unless accompanied by a Hearthguard unit,
Thurgrim is an independent character and follows all of the
rules for characters in the Warhammer 40,000 rules. Thurgrim
counts as a HQ choice, and may only be taken in armies that
are 1,500 points or more. Thurgrim is equipped with Exo-armor.
Cunning Strategist: Thurgrim is one of the most experienced
campaigners in all the Squat Home-worlds. Very few Warlords
reach his level of skill or experience, aand Thurgrim is often
able to swing the tide of battle quickly with well placed relief
forces and reinforcements. The presence of Thurgrim in your
army allows you to add +1 to your reserve rolls.
Hearthguard: Thurgrim may be accompanied by a contingent
of Hearthguard. See the Hearthguard entry for details. Note
that both Thurgrim and the Hearthguard count as one HQ choice.
To the bitter end: Even with all his experience, Thurgrim
has never given up in battle. Even in the most costly of situations.
He will continue to fall back and fight, even if it means a
horrible death. Any squad that Thurgrim is part of automatically
regroups (as per Space Marines’ "And They Shall Know no Fear")
as they fall back. Not even reducing the squad below 50% will
stop them from standing their ground. If the enemy does manage
to catch them it is treated as a fresh assault, where the enemy
receives +1 attacks in close combat. If the opponent does not
advance Thurgrim’s squad may move, shoot, and assault as normal
in his next turn.
Durkin Thanguard, Captain of the Guard
Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Durkin Thanguard |
55 |
4 |
4 |
4 |
4 |
2 |
4 |
2 |
10 |
4+ |
Weapons: Power Axe and Bolt pistol
Options: Durkin may be given equipment from the Squat
Armory as normal.
Special Rules
Character: Durkin is always in command of a Hearthguard
squad, and is not considered to be an independent character.
He and his Hearthguard squad count as one Elite choice.
Ambush: Durkin is an experienced tunnel fighter, and
understands the value of being able to ambush his enemy at the
best opportunity. To represent this, if the scenario allows
for Deep Striking troops, then Durkin (and the Hearthguard squad
he commands) may deploy by deep strike.
Orrin Greybeard, the Eldest Father
Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Orrin Greybeard |
125 |
5 |
4 |
4 |
5 |
3 |
4 |
3 |
10 |
4+ |
Weapons: Master crafted Squat Auto-pistol and Stoneheart
(see below for rules)
Special Rules
Character: Orrin is an independent character and follows
all of the rules for characters in the Warhammer 40,000 rules.
If Orrin is in your army, he replaces the normal Ancestor Lord
entry.
Hearthguard: Orrin may be accompanied by a contingent
of Hearthguard. Note that both Orrin and the Hearthguard count
as one HQ choice.
Psychic Powers: Orrin has the normal psychic powers
of Hammer of Fury and Slayer. He also has access to the power
Mental Fortress. This power allows Orrin to grant any single
unit a 5+ cover save until the next Squat turn.
Stoneheart: Orrin possesses a fantastic weapon called
Stoneheart. Forged from the still living rock of a massive mountain
on the bleakest of worlds, Stoneheart is a great axe capable
of cutting plasteel into tiny slivers. Treat Stoneheart as a
Rune Axe (double strength, ignore armor saves, strikes last),
except that not even invulnerable saves will stand against the
great axe.
Festus, Master of the Forge
Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Festus |
90 |
4 |
4 |
3 |
4 |
2 |
4 |
2 |
10 |
4+ |
Weapons: Arc-gun (see below for rules) and Power Axe
Special Rules
Character: Festus is an independent character and follows
all of the rules for characters in the Warhammer 40,000 rules.
If Festus is in your army, he replaces the normal Guildmaster
entry. Festus does not have to be part of a squad, but may be
if you wish.
Squad Leader: Festus may replace the leader of any
squad. If this happens, then the squad will become Festus’s
bodyguard and both the squad and Festus will count as a HQ choice.
Arc-gun: The Arc-gun is a strange and horrifying weapon.
Using magnetic technology, the Arc-gun stores an electrical
charge that may be fired upon an enemy unit. The results are
often devastating, as flesh is fried and electrical systems
are melted into goo. Against living targets, the Arc-gun will
wound on a 4+. For each target wounded, you may attempt to hit
another unit in the squad, up to a total of 3 models. Vehicles
hit by the Arc-gun must immediately suffer a glancing hit.
Weapon |
Range |
Strength |
AP |
Type |
Arc-gun |
24" |
X |
3 |
Assault 1* |
Weapon Specialist: The presence of Festus allows the
squad to re-roll one die in the shooting phase.
Master Craftsman: Festus is the most ingenius of the
Squat Guildmasters. He’s responsible for some of the most interesting
inventions, which include the Phoenix Bolts and Artificer Helm.
Because of Festus’s skill with mechanical items, he may attempt
to repair damaged vehicles. If he is in base-to-base contact
with a damaged vehicle (either Immobilized or Weapon destroyed),
he may attempt to repair it on a roll of 5+ on a D6. If he does
this, he may perform no other action that turn.
The Keeper of the Remembrance
Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Keeper of the Remembrance |
40 |
4 |
3 |
3 |
4 |
2 |
3 |
2 |
10 |
5+ |
Weapons: Squat Auto-pistol
Options: The Keeper of Remembrance may be given equipment
from the Squat Armory as normal.
Special Rules
Character: The Keeper of the Remembrance is not an independent
character, and must be part of a squad. He replaces the normal
squad leader. The Keeper may only be fielded in battles that
are larger than 1,000 points.
Standard Bearer: The Keeper of the Remembrance is unique
to a Squat stronghold, he is one of the only Squats to bear
his hold's Banner of the Remembrance. This banner is different
to every hold, in that it contains the names of each and every
Squat from that hold who has ever fallen in battle and not been
avenged. The presence of this banner instills a fighting rage
in every Squat in the squad. The Squad will go first in every
assault phase, regardless of the opponent’s initiative or the
Squat wargear. The squad gains an extra D6" movement for pursuing
as well. You may not take any additional banners in this squad.
Gullrum Grimm, the Forgotten Slayer
Type |
Cost |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Gullrum Grimm |
75 |
5 |
0 |
4 |
4 |
3 |
4 |
3 |
10 |
6+ |
Weapons: Heart-ripper and Soul-crusher (see below for
rules)
Special Rules
Character: Gullrum is not an independent character, instead
he replaces the normal Slayer Champion.
Slayer Lord: Gullrum is the most famous of all living
Slayers. Other Slayers follow him everywhere, and will gladly
die for him. If you field Gullrum in your army, then you must
field at least one squad of Slayers (who will act as his bodyguard).
The normal restriction for Slayers will be relaxed as well.
Gullrum counts as one Elite choice.
Furious Assault: Gullrum is one of the most bloodthirsty
Slayers alive, running down anything and everything that he
can catch. Gullrum ignores the normal Squat movement penalties,
and will assault and move as a normal foot troop. The squad
he is a member of will also gain this bonus.
Fearless: Gullrum Grimm is one of the most powerful
of the Slayers. He fears nothing, and lives only to fight. He
will never break and will pass any Leadership test that he may
be required to take, except for psychic powers that require
a test.
Hard as nails: Gullrum has trained himself to his fighting
peak, and is in amazing physical shape. Very few people can
match that level of dedication. As a result of his physique,
he will ignore hits close combat caused that are less than strength
5. Hits that are strength 5 or higher will require a roll to
wound as normal. This ability does not protect him from shooting
attacks.
Heart-ripper and Soul-crusher: These two great power
axes are treasured weapons of Gullrum’s. He has used them since
he first became a Slayer, and he will take them to his grave.
Before working out close combat, you may declare which weapon
he is using. Heart-ripper allows each of Gullrum’s attacks to
wound on a 3+, regardless of the strength or toughness difference.
Soul-crusher allows his attacks to hit on a 2+, regardless of
the normal to hit required. You may use one or the other, but
not both at the same time. In all other respects, the hits are
treated as from a power weapon (ignoring armor saves). Although
one weapon is used, the other still counts as an extra close
combat weapon.
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