This is a 3rd repost of this. The first one was over xmas, when many of
the list seemed to have dropped off the face of the Earth, and the
second was during the latest list server drop. Here we go...
Still more from the age of Horus. As per normal this is also living on
the web site
http://www.spellbooksoftware.com/e41K/index.htm
Squats during the age of Exploration and During the Horus Heresy.
This is an army list for Squats during the period from the Age of Strife
through the Re-discovery of the Home Worlds by the Imperial Forces
through to the Horus Heresy.
During this time the Squats went to war in War Hosts, made up of
Brotherhoods and Guild Expeditionary Forces.
Each War Host is lead by a Grand Marshal and has at least 3, but no more
than 9 Brotherhoods attached, plus 1 Guild Force per 3 Brotherhoods. In
addition to the Grand Marshal and his staff/bodyguards the War Host has
up to 8 detachments as support for the Host as a whole.
War Host
Grand Marshall and Staff 65 pts
5 Exo-Bike units
Up to 8 of the following detachments/batteries
Nobles Detachment (up to 4 per host) 65 pts
5 Exo-Bikes
Guild Bikers (up to 2 per host) 60 pts
6 Guild Bike Stands
Guild Trikes (up to 2 per host) 70 pts
5 Guild Trikes
Transport Pool (up to 2 per host) 56 pts
8 Rhinos
Artillery Battery (Any Number) 100 pts
2 Squat Bombards
Light Artillery Battery (Any Number) 75 pts
5 Thudd Guns/Mole Mortars
Support Weapon Battery (Any Number) 75 pts
5 Tarantulas/Rapiers
Robot Detachment (Any Number)120 pts
5 Robots
Tunneller Detachment (Any Number) 72 pts
3 Termites
3 Moles
Chain of command:
Grand Marshall -> Nobles -> Trikes -> Bikes -> Any but Robot or Rhino
Brotherhood
Each Brotherhood is lead by a Hearth guard and has at least 2 but no
more than 6 other detachments.
Hearth Guard (51 pts)
1 Hearth Guard Command stand
1 Hearth Guard stand
Up to 6 of the following (But see Tacticals)
Squat Tactical platoons (at least 2, no more than 4 per Brotherhood) 60
pts
4 Squat Tactical stands
1 Squat Command Stands
1 Squat Support Stand
Squat Support Platoon (no more than 2 per Brotherhood) 48 pts
1 Squat Command Support Stand
2 Squat Support stands
Squat Assault Platoon (no more than 2 per Brotherhood) 33 pts
1 Squat Assault Command Stand
2 Squat Assault Stands
Light Artillery Battery (no more than 4 per Brotherhood) 75 pts
5 Squat Thudd Guns/Mole Mortars
Support Weapons Battery (no more than 4 per Brotherhood ) 75 pts
5 Squat Tarantulas/Rapiers
The Platoon Level command Stands are for Chain of command and "Squat
Squares" rules only.
Chain of command: HG. Cmd -> HG -> Plt Cmd -> Any unit
Guild Expeditionary Force (G.E.F.)
You may take 1 G.E.F. per 3 Brotherhoods in your War Host
Each G.E.F has a Guild Master and 1 to 4 guild Biker "Gangs"
Guild Master
1 Guild Trike (39 pts)
Guild Bikers (at least 1 but no more than 4 per G.E.F.) 60 pts
6 Guild Bike Stands
Guild Trikes (up to 2 per G.E.F.) 70 pts
5 Guild Trikes
Chain of command:
Guild Master -> Trikes -> Any unit
Squat Units:
Based in information in WD 127 the CJ 20 stats for Squats is
modified as follows:
Name Speed Range FP Assault Armor Notes
Tactical 10 30 1 2 4+
Hearth Guard 10 30 1 4 5+ Hero
Assault 10 15 1 4 4+ Assault
Support 10 45 2 1 4+ Heavy Weapons
Exo-Bikes 35 15 1 4 5+ Hero
Guild Bikes 35 15 1 2 5+
Guild Trikes 35 30 2 1 5+
Guild Master 35 30 2 2 5+ Hero
Lt.Artillery 10 45 2 0 5+ Artillery
Spt. Weapons 10 45 AT 0 5+ SHW
Rhinos 30 0 0 0 6+ Transport (2)
Bombard 15 90 BRG 0 6+ Artillery, SHW
Robots 15 45 1 2 6+ Rapid Fire
Termites 10 0 0 1 6+ Tunneller (1)
Mole 10 0 0 3 6+ Tunneller (4)
All Squat units count as stubborn.
Notes: The Squats have been able to make very small Power field
generators which explains the difference in armor between a Squat Unit
and a Imperial Unit with the same name or type. (source WD 127 page 64)
Infantry Squares in Epic 41K
(mainly a squat thing) Modified from (WD 127)
The following is required to form a square
Requires at least 4 units.
Requires at least one officer of Platoon Level or higher.
May only be 2 units deep
All unit are "facing outward" in a hollow square or rectangle
formattion
If a square is formed all units of all detachments in the square
must be in the square.
A square is formed during movement phase and can only be "broken"
out of by putting the detachments on "Assault" orders the next turn. On
the turn it is "broken" it does not move during movement phase, is
treated as if it were still in the square during firing phase, and until
the first detachment in the square moves in the assault phase it gets
the +1 assault.
After the first detachment makes it's assault move, all effects are
lost to all detachments in the square.
Use (!) Special orders to mark detachment(s) in square.
The effects of a square are:
All units in the Square gain +1 Assault.
If ANY command units are alive ALL detachments in the square passes
leadership test automatically.
Can not move (except to fill in holes in square)
Treated as on over watch for firing.
Received on Thu Jan 22 1998 - 23:57:58 UTC