[5.0] Squats part 5a Codex armies (1)
Makurtu Gabe Clans
Lost for thousands of years, this high gravity world can be considered as one of the typical isolationist Squat worlds. A closed society dwelling in the underground of an extremely rocky planet. The only sources of water are deep underground rivers and lakes. There are almost no life-forms in the surfaces due to the terrain and also the extreme atmospheric conditions that makes any kind of flight nearly impossible, though the underground holds an extremely wide ecosystem.
The dwarves of this planet form an extremely hard army that has driven off from his planet countless invasions of orks, tyranids and Chaos. The eldar are unknown to most of the last generations though the grudges from the ancients still talk of treachery when the eldar help was expected and did not come and...
The empire holds no direct relation with this world, since it is a forbidden place for anyone not squat. All trading procedures are made in orbiting ships. Only Squats know the way to securely land on the planet, and any try to do that without their help, may result in heavy looses to the airforces and transports. Squats often make expeditions to other planets to get the resources they need and cannot be obtained in quantity in their planet. Most of this expeditions have to face extreme hostility from other races so their army is quite trained.
May ally only with Imperial forces (note that in that case some units will become unavailable and some special rule may not apply)
Makurtu Gabe clans have access to all squat standard units with the following exceptions:
Can purchase a maximum of 2 VP of off-table artillery
May not purchase:
- Iron Eagle wing
- Air Attack corps
- Observation Baloon squadron
- Land Raider Squadron
- Rhino Squadron
May purchase a maximum of one of each of the following
- Colossus
- Leviathan or Iron Breaker Squadron (but not both)
- Cyclops
- Behemoth
- Goliath Battery
- Grudgekeeper
- War Hawk Squadron
- Steel Hawk Squadron
- Iron Eagle Squadron
- Overlord Armored Airship
- Thunderfire Battery
In addition, has the following rules:
- All infantry reroll 1 and 2 results when either losing or facing orks, tyranids or Chaos. Both conditions ONLY apply if no allies are present, either because were not purchased or they have been wiped out.
- All tunnellers scatter half distance when surfacing.
- When defending their planet, besides normal victory points awarded for breaking units, Makurtu Gabe clans also are awarded points for wiping out flyer units (like Tyranids do with all enemies). This includes both cards composed only by flyers and cards partly composed by flyer units.
- Also, when defending Makurtu Gabe, they get to reroll 1 and 2 results, with or without allies.
Received on Mon Jun 16 2003 - 17:55:46 UTC
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: Tue Oct 22 2019 - 10:59:54 UTC