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Codex

Homo Sapiens
Rotundus
The Complete Guide To
The Squats
In The Forty First Millennium

The Keepers of the Hearth


05/30/07

Armies of the 41st Millennium


Squat Rules
General Organization
In the original Squat army list in White Dwarf 111, the Squats were divided into two separate armies;
Brotherhood and Engineers Guild, each with separate Army Lists. You may field a unique army form one
of these groups, or you may combine them into one force; to do this, however, you must purchase two
legitimate armies from each list (incorporating all limits and restrictions).
Our thanks go to Alan Carey, Tim DuPeruis, and Inquisitor Magazine for additional source material from
which this Army List is drawn.
Hatred of Orks
All Squats Hate Orks and Gretchin. Troops who Hate their adversaries take any Break test with a
Leadership of 10. Troops fighting in Hand to Hand combat with hated enemies may re-roll any Attack Dice
once when they first attack, and always use their 2 follow-up move to get closer to or engage the enemy.
Berserkers
Squat Berserkers are subject to the rules for Frenzy. Frenzied troops will automatically charge any enemies
within charge distance at the start of their turn, and will remain frenzied until they are Broken in Hand to
Hand combat or until there is no enemy within charge reach. Frenzied troops charge during the compulsory
movement phase and fight with double their Attack Dice in HtH (note that this is their A x 2, and does not
include bonuses for Close Combat weapons). Frenzied troops may not parry, and must always use their 2
follow-up move to get closer to or engage the enemy. While frenzied, troops are unaffected by other
psychology. Frenzied troops broken in HtH instantly lose the Frenzy status and must flee just like other
troopsshould they later rally, they are unaffected by their former frenzy. You can try to restrain troops
attempting to charge via Frenzymake a Leadership test; if you are successful, the unit is not frenzied for
that turn and not affected.
Squat Berserkers are so accustomed to this Frenzied state that they triple their move when charging into
Hand to Hand combat.
Engineers Guilds
All Squat Engineers guild characters are considered to be Tech Priests, and may attempt to repair a
damaged hit location on a vehicle, dreadnought, or damaged support weapon (provided that the object
being repair has not yet suffered a Destroyed result). While doing so, the model cannot shoot or fight in
close combat. At the end of the turn, roll a D6:
5-6
3-4

1-2

Repair. The model puts good all damage sustained.


Possible Repair. The damage is not repaired this
turn, but you may continue to work on it. At the end
of the next turn, the damage will be repaired on a
4+, while a score of 3 or below indicates the damage
is beyond repair.
Hopeless. The model has wasted his time.

Only one location repair can be made per model, per turn.

Squat Equipment
Armor
Models picking from this list may select only one item.
Armor
Carapace Armor (4+ save)
Squat Exo-Armor (4+ save on 2D6) Boltgun,
Targeter, +1 to hit, and Power Ax
Power Armor (3+ Save)
Refractor Field, 5+ unmod save
Conversion Field, 4+ unmod save
Displacer Field, 3+ unmod save

Cost
1
20
10
2
6
12

Assault Weapons
Models picking from this list may select as many items as they wish.
Weapon

Cost
1
1
2
2
5
4
7
10
6

Autopistol
Ax
Boltpistol
Chainsword
Hand Flamer
Plasma Pistol
Power Ax
Power Fist
Power Sword
Special Weapons
Models picking from this list may select only one item.
Weapon
Flamer
Meltagun
Plasmagun

Cost
7
6
6

Heavy Weapons
Models picking from this list may select only one item. Squats may ignore up to a 2 Movement Penalty
for a Heavy Weapon. Squats do not equip their Heavy Weapons with targeters.
Weapon
Autocannon
Heavy Bolter
Heavy Plasmagun
Heavy Stubba
Grenade Launcher w/Frag & Krak Grenades
Plasma Grenades for Grenade Launcher
Lascannon
Missile Launcher w/Frag Missiles
Anti-Plant Missiles for Missile Launcher
Melta Missiles for Missile Launcher
Plasma Missiles for Missile Launcher
Multi-Melta

Cost
19
11
30
7
15
3
34
34
5
5
5
49

Grenades
Only models from the Engineers Guild may pick from this list; they may select as many items as they
wish.
Weapon

Cost
3
2
2
5
3

Krak
Blind
Photon Flash
Melta Bombs
Plasma Grenades
Support Weapons
One pick per Crew.
Weapon
Mole Mortar
Multi-Laser
Rapier
Tarantula w Twin Autocannon
Tarantula w Twin Heavy Bolters
Tarantula w Twin Heavy Stubb Guns
Tarantula w Twin Heavy Plasma Guns
Tarantula w Twin Lascannon
Tarantula w one Multi-Melta
Thudd Gun

Cost
30
34
34
30
20
15
40
45
50
23

Squat Brotherhood Army Organization


25%+ Troops

Up to 25% Support

Up to 50% Character

Up to 25% Allies

Troops: Attack Squads, Berserkers, Thunderer Squads, Warrior Squads


Support: Attack Bikes, Bike Squadrons, Recon & Weapon Teams; Non-APC Vehicles
Characters: Warlord, Hearthguard, Berserker Heroes, Standard Bearer, Ancestors, Medic
Allies: Imperial Guard only (and must follow the IG Codex rules for composition)
Squat Brotherhood armies have a base Strategy Rating of 2.
Squat Engineers Guild Army Organization
25%+ Troops

Up to 50% Support

Up to 25% Character

Up to 25% Allies

Troops: Bike Squadrons, Guild and Apprentice Squads


Support: Attack Bikes, Recovery, Demolition, and Lightning Hammer Squads; Non-APC Vehicles
Characters: Guildlord, Guild Masters, Standard Bearer, Ancestors, Medic
Allies: Imperial Guard only (and must follow the IG Codex rules for composition)
Squat Engineer Guild armies have a base Strategy Rating of 2.

Squat Brotherhood Units


Brotherhood Characters
<50%
Warlord
90 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warlord
3
7
6
4
5
3
5
3
10
The Warlord is armed with a Laspistol, Frag and Krak Grenades, and sealed Carapace Armor (4+
save).
Only one Warlord will be present in a Squat Brotherhood force. If the Warlord included as part of your
army, then he must be its commander; the Warlord has a Strategy Rating of 2.
Any friendly Squats within 12 may re-take any failed Leadership Test once per turn.
Options
The Warlord may have up to three Wargear Cards and may pick from the Assault, Armor, and Special
Weapons lists. The Warlord may choose to take a vehicle as transportation for himself (and his retinue
if any), whose cost is taken from the character section of the army.
Battle Standard
35 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Standard Br.
3
5
4
3
4
1
3
1
10
The Standard Bearer is armed with a Laspistol, Frag and Krak grenades, and wears sealed Carapace
Armor (4+ save).
Only one Standard Bearer will be present in a Squat Brotherhood force.
Any friendly Squats within 12 may re-take any failed Leadership Test once per turn.
Options
The Standard Bearer may pick from the Assault, Armor, and Special Weapon lists, and may be
equipped with a Squat Bike for +15pts.
Hearthguard (Hero)
61 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Hearthguard
3
6
5
4
5
2
4
2
10
A Hearthguard Hero is armed with a Laspistol, Frag and Krak grenades, and Carapace Armor (4+
save).
A Hearthguard Hero may be added as an independent character, and may be your army commander if a
Warlord is not present.
If included as the commander of your Squat army, any friendly Squats within 12 may re-take any
failed Leadership Test once per turn, and he has a Strategy Rating of 2.
Options
Each Hearthguard model may have up to 2 wargear cards and may pick from the Assault, Armor,
Grenades, and Special Weapon lists. He may be equipped with a Squat Bike for +15pts.

Hearthguard (Champion)
28 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Hearthguard
3
5
4
3
4
1
3
1
10
Each Champion is armed with a Laspistol, Frag and Krak grenades, and Carapace Armor (4+ save).
As a single model, a Hearthguard may be added as an addition to any Squat Brotherhood squad, or a
group of 4 may form a bodyguard for the Army Commander.
Options
Each Hearthguard model may have up to one wargear card and may pick from the Assault, Armor,
Special and Heavy weapons lists.
Squat Medic
30 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Medic
3
5
4
3
4
1
3
1
10
Medics are armed with a Laspistol, Frag and Krak grenades, wear sealed Carapace Armor (4+ save),
and carry a medpack.
Options
The Medic may pick from the Assault, Armor, and Special Weapon lists, and may be equipped with a
Squat Bike for +15pts.
Berserker Champion
54 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Berserker
3
5
3
3
4
1
3
1
10
Berserker Champions employ two power axes and wear a rune belt (5+ unmodified save).
If chosen, a Berserker Champion must be added as an addition to any Squat Berserker squad; they are
not Independent characters.
Options
The Berserker Champion may pick from the Assault Weapon lists (although they cannot take ranged
weapons), and may be equipped with one piece of Wargear.
Berserker Hero
76 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Berserker
3
6
4
4
5
2
4
2
10
Berserker Champions are armed with two power axes, and wear a rune belts (5+ unmodified save).
A Berserker Hero may be added to any Squat Berserker squad, but cannot be an Independent character.
Options
The Berserker Champion may pick from the Assault Weapon lists (although they cannot take ranged
weapons), and may be equipped with two pieces of Wargear.
Ancestor
51 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Ancestor
3
5
4
3
4
1
3
1
9
Ancestors are armed with a Laspistol, Frag grenades, and Carapace Armor (4+ save).
The Ancestor is a Level 1 Psyker.
Options
An Ancestor may have a single Wargear Card, and may pick from the Assault, Armor, and Special
Weapons lists. An Ancestor may ride in a sidecar on a Warbike at no additional cost.

Ancestor Champion
95 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Ancestor
3
6
4
4
5
2
3
2
9
Ancestors are armed with a Laspistol, Frag grenades, and Carapace Armor (4+ save).
The Ancestor Champion is a Level 2 Psyker.
Options
An Ancestor Lord may have up to 2 Wargear Cards, and may pick from the Assault, Armor, and
Special Weapons lists. An Ancestor may ride in a sidecar on a Warbike at no additional cost.
Ancestor Master
144 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Ancestor
3
7
5
4
5
3
4
3
9
Ancestors are armed with a Laspistol, Frag grenades, and Carapace Armor (4+ save).
The Ancestor is a Level 3 Psyker.
Options
An Ancestor Master may have up to 3 Wargear Cards, and may pick from the Assault, Armor, and
Special Weapons lists. An Ancestor may ride in a sidecar on a Warbike at no additional cost.
Ancestor Lord
123 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Ancestor
3
7
6
5
6
4
5
4
10
Ancestor Lords have a Laspistol, Frag and Krak grenades, and Carapace Armor (4+ save).
Only one Ancestor Lord will accompany a Squat Brotherhood army.
The Ancestor Lord may be a psyker of level 1-4; each level costs +25 points.
An Ancestor Lord adds D3 to the Strategy rating of the army commander.
This model cannot be taken as an Ally to any other force.
Options
An Ancestor Lord may have up to 3 Wargear Cards, and may pick from the Assault, Grenades, Armor,
and Special Weapons lists. An Ancestor may ride in a sidecar on a Warbike at no additional cost.
Human Advisor: Imperial Guard Commissar
40 points
Troop Type
M
WS
BS
S
T
W
I
Commissar
4
5
5
4
4
2
5
The Commissar wears no armor, wields a Laspistol and a Sword.
Your Squat Brotherhood army may include one Commissar if you wish.
Options
The Advisor may carry up to 2 Wargear Cards.

A
2

Ld
10

Brotherhood Squads
25%+
Warrior Squad
80 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
9
Consists of 5 Squat Warriors, each armed with a Laspistol, Krak grenades, and Mesh Armor (5+ save).
Options
Any model may have Lasguns for +2 points per model or Boltguns at +3 points per model. The entire
squad may be given Frag Grenades for +10 points. Up to one model may carry a Special or Heavy
weapon.
Attack Squad
80 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
9
Consists of 5 Squat Warriors, each armed with a Laspistol, Krak grenades, and Mesh Armor (5+ save).
Options
Any number of models may carry additional Assault weapons, and up to one model may carry a
Special weapon.
The entire squad may be given Frag Grenades for +10 points, and/or Jump packs for +25 points. (Note
that any characters attached to the squad must then also buy a jump pack for an additional +5 points.)
Thunderer Squad
80 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
9
Consists of 5 Squat Warriors, each armed with a Laspistol, Krak grenades, and Mesh Armor (5+ save).
Options
Any number of models may carry an additional Special or Heavy weapon. The entire squad may be
given Frag Grenades for +10 points.
Berserker Squad
185 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Berserkers
3
4
3
3
4
1
2
1
9
Consists of 5 Squat Berserkers, each armed with 2 Power Axes and a Rune Belt (5+ unmodified save).

Brotherhood Support
Allies
You may pick Allied support from the Imperial Guard Army lists.

<25%

Weapon Team
32 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
9
Consists of a weapons crew of 2 Squat Warriors, each armed with a Laspistol, Krak grenades, and
Mesh Armor (5+ save).
Options
You must pick a Support weapon for the team to use.
Recon Team
90 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
9
Consists of 5 Squat Warriors, each armed with a Laspistol, Krak grenades, and Mesh Armor (5+ save).
Recon Teams may Infiltrate at the start of the game, but do not use Dispersed Formation.
Options
Any model may have Lasguns for +2 points per model or Boltguns at +3 points per model, or needler
sniper rifles at +10 points per model. The entire squad may be given Frag Grenades for +10 points. Up
to one model may carry a Special or Heavy weapon.
Bike Squadron
155 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
9
Consists of 5 Squat Warriors armed with Lasgun or a Laspistol, Frag grenades, and Mesh Armor (5+
save), and riding Squat Warbikes.
Each Warbike carries twin-linked Boltguns, fitted with a targeter and having a 90 arc of fire to the
front.
Squat Brotherhood Bikers add +1 when rolling on the Skid Chart.
Options
Any number of models may have an additional Assault or Special weapon.
Heavy Trike and Crew
107 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
9
Consists of 2 Squat Warriors armed with a Laspistol, Frag grenades, and Mesh Armor (5+ save), and
riding a Heavy Trike.
Each heavy Trike carries twin-linked Boltguns with a 90 arc of fire to the front and a Multi-Melta
with a 180 arc of fire to the front.
Squat Brotherhood Bikers add +1 when rolling on the Skid Chart.

Squat Engineers Guild Units


Engineers Guild Characters
Engineer Guildlord
96 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warlord
3
7
6
4
5
3
5
3
10
A Guildlord is armed with a Laspistol, Frag grenades, and Power Armor (3+ save).

<25%

Only one Guildlord will accompany an Engineers Guild force. If the Guildlord included as part of your
army, then he must be its commander; and has a Strategy Rating of 2.
Any friendly Squats within 12 may re-take any failed Leadership Test once per turn.
Guildlords add +1 to their repair rolls.
Options
The Guildlord may have up to three Wargear Cards and may pick from the Assault, Armor, Grenades,
and Special Weapons lists. He may choose to take a vehicle as transportation for himself (and his
retinue, if any), whose cost is taken from the character section of the army, or he may be equipped with
a Squat Bike for +15pts.
Battle Standard
37 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Standard Br.
3
5
4
3
4
1
3
1
9
A Standard Bearer carries a Laspistol, Frag and Krak grenades, and wears sealed Carapace Armor (4+
save).
Only one Standard Bearer will accompany an Engineers Guild force.
Any friendly Squats within 12 may re-take any failed Leadership Test once per turn.
Options
The Standard Bearer may pick from the Assault, Armor, Grenades, and Special Weapon lists, and may
be equipped with a Squat Bike for +15pts.
Guildmasters
38 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Guildmaster
3
5
4
3
4
1
3
1
10
A Guildmaster may be added as an independent character. Armed with a Laspistol, Frag and Krak
grenades, and Carapace Armor (4+ save).
Any friendly Engineer Guild members within 12 may use the Leadership score of the Guildmaster.
If included as the commander of your Squat Guild army, he has a Strategy Rating of 2.
Options
Each Guildmaster model may have up to one wargear card and may pick from the Assault, Armor,
Grenades, and Special Weapons lists, and may be equipped with a Squat Bike for +15pts.
Guild Medic
41 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Medic
3
5
4
3
4
1
3
1
9
Medics carry a Laspistol, Frag and Krak grenades, wear sealed Carapace Armor (4+ save), and carry a
medpack.

Options
The Medic may pick from the Assault, Armor, Grenades and Special Weapon lists, and may be
equipped with a Squat Bike for +15pts.
Guild Ancestor
53 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Ancestor
3
5
4
3
4
1
3
1
9
Each Guild Ancestor is armed with a Laspistol, Frag grenades, and Carapace Armor (4+ save).
The Ancestor is a Level 1 Psyker.
Options
An Ancestor Lord may have a single Wargear Cards, and may pick from the Assault, Armor, and
Special Weapons lists. An Ancestor may ride in a sidecar on a Warbike at no additional cost.
Guild Ancestor Champion
99 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Ancestor
3
6
4
4
5
2
3
2
9
Ancestor Champions are armed with a Laspistol, Frag grenades, and Carapace Armor (4+ save).
The Guild Ancestor Champion is a Level 2 Psyker.
Options
An Ancestor Lord may have up to 2 Wargear Cards, and may pick from the Assault, Armor, and
Special Weapons lists. An Ancestor may ride in a sidecar on a Warbike at no additional cost.
Guild Ancestor Master
148 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Ancestor
3
7
5
4
5
3
4
3
9
Ancestor Masters are armed with a Laspistol, Frag grenades, and Carapace Armor (4+ save).
The Guild Ancestor Master is a Level 3 Psyker.
Options
An Ancestor Master may have up to 3 Wargear Cards, and may pick from the Assault, Armor, and
Special Weapons lists. An Ancestor may ride in a sidecar on a Warbike at no additional cost.
Guild Ancestor Lord
121 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Ancestor
3
7
6
5
6
4
5
4
10
Ancestor Lords employ a Laspistol, Frag and Krak grenades, and Carapace Armor (4+ save).
Only one Ancestor Lord is permitted in your Guild army.
He may be a psyker of level 1-4; each level costs +25 points.
An Ancestor Lord adds D3 to the Strategy rating of the army commander.
Ancestor Lords cannot be taken as Allies to any other army.
Options
An Ancestor Lord may have up to 3 Wargear Cards, and may pick from the Assault, Grenades, Armor,
and Special Weapons lists. An Ancestor may ride in a sidecar on a Warbike at no additional cost.

Human Advisor: Tech-Priest Engineer


30 points
Troop Type
M
WS
BS
S
T
W
I
Engineer
4
4
4
3
3
1
4
Armed with a Power Axe, a Laspistol, and Power Armor (3+ save).

A
1

Ld
8

One Human Tech-Priest can accompany a Guild Brotherhood force for every 1000 points of army
strength.
An Engineer may attempt to repair a single damaged hit location on a vehicle, a dreadnought or repair
a destroyed support weapon.
Options
The Tech-Priest may have up to 3 Wargear Cards.

Engineer Guild Squads


25%+
Guild Bike Squadron
155 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
9
Consists of 5 Squat Warriors armed with Lasgun or a Laspistol, Frag grenades, and Mesh Armor (5+
save), and riding Squat Warbikes.
Each Warbike carries twin-linked Boltguns, fitted with a targeter and having a 90 arc of fire to the
front.
Squat Engineer Bikers use a D8 when rolling on the Skid Chart.
Options
Any number of models may have an additional Assault or Special weapon.
The entire squad may be given Krak Grenades for +15 points.
Chrome Squadron
40 points per model (x1 squadron per 1500 pts)
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Champions
3
5
4
3
4
1
3
1
9
Consists of 4-7 Squat champions armed with Lasgun or a Laspistol, Frag grenades, and Mesh Armor
(5+ save), and riding Squat Warbikes.
One Chrome squadron can be fielded for every 1500 points of army strength.
Each Warbike carries twin-linked Boltguns, fitted with a targeter and having a 90 arc of fire to the
front.
Squat Engineer Bikers use a D8 when rolling on the Skid Chart, and may use the rules for Vehicle
Repair.
Options
Any number of models may have an additional Assault or Special weapon, and may take any physical
armor (other than Exo-Armor).
Guild Squad
70 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
8
Consists of 5 Squat Warriors, each armed with a Laspistol, Frag grenades, and Mesh Armor (5+ save).
Options
Any number of models may carry additional Assault weapons, and up to one model may carry a
Special weapon. The entire squad may be given Krak Grenades for +15 points.
The unit may take a vehicle as transportation, whose cost is taken from the squad section of the army.

Guild Apprentice Squad


12 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
3
3
3
4
1
2
1
7
Guild Apprentice squads are organized into 5 to 10 models, armed with a Laspistol, Frag grenades, and
Mesh Armor (5+ save).
Options
Any model may have Lasguns for +2 points per model or Boltguns at +3 points per model, and up to
one model may carry a Special weapon.
The unit may take a vehicle as transportation, whose cost is taken from the squad section of the army.

Engineer Guild Support


Allies
You may pick Allied support from the Adeptus Mechanicus Army lists.

<50%

Heavy Trike Team


99 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
9
Consists of 2 Squat Warriors armed with a Laspistol, Frag grenades, and Flak Armor (6+ save/5+ vs.
Blast Markers), and riding a Heavy Warbike.
Each Warbike carries twin-linked Boltguns with a 90 arc of fire to the front and a Multi-Melta with a
180 arc of fire to the front. Squat Engineer Bikers use a D8 when rolling on the Skid Chart.
Recovery Squad
60 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
8
Consists of 3-5 Squat Warriors, each armed with a Graviton Gun, Laspistol, Frag grenades, and Mesh
Armor (5+ save).
You may field one Recovery Squad for every 1500 points of army strength.
Options
None
Lightning Hammer Squad
40 points per model
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
8
Consists of 3-5 Squat Warriors, each armed with a Lightning Hammer, Laspistol, Frag grenades, and
Power Armor (3+ save).
You may field one Lightning Hammer Squad for every 1500 points of army strength.
Options
None
Demolition Squad
105 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Warrior
3
4
3
3
4
1
2
1
8
Consists of 5 Squat Warriors, each armed with a Laspistol, Frag grenades, and Sealed Carapace Armor
(4+ save). The unit reduced the chances to set off mines by when passing through them (rounded in
favor of the unit).
Options
Any number of models may carry additional Assault or Special weapons, and Grenades; each model
may also make a single choice from the Demolitions Table, below.
The unit may take Jump Packs for +25 points for the unit, or a vehicle as transportation, if desired.
Demolition Weapons
Models picking from this list may select only one item.
Weapon
Lascutter

Cost
20

Phase Field Generator (requires a vehicle to move)


Standard Demo Charge
Heavy Demo Charge (1)
Heavy Flamer

25
7
8
15

Squat Psychic Powers


Players may choose psychic powers from the Squat and Adeptus Disciplines for their models. Each
psyker may have a force rating of his level +1 in psychic powers at the start of the game (e.g. a psyker
with a mastery level of 3 may have powers with ratings which equal up to a Force of 4).
Cards with a variable value may be only be used at a higher level if that level was taken into account
when the power was selected.
Squat Powers
Domination
Force 1, Range 12
Nominate a single target within 12; that model must pass a Leadership test with a 2 modifier. If it
fails, you may force that model to perform any one action immediatelye.g., normal moves, fire a
weapon, throw a grenade, etc. The Dominated model uses its normal statistics to determine the effect of
the action. Vehicle crew may be targeted using this power but those in enclosed vehicles make their Ld
test with an Ld of 10. A Dominated model may not be forced to kill itself.
Force Dome
Force 2, Range 24
Take the special Force Dome Template (2 radius) and center it anywhere within 24 of the user. The
Dome prevents all movement across its edge, trapping models inside, and stops models from seeing,
shooting or using psychic powers through it. At the end of each of their own movement phases, models
in contact with the Dome can try to destroy it by rolling under their Strength on 3D6 (models with Close
Combat weapons may substitute the strength of the weapon instead). Vehicles can destroy the dome by
rolling 2D6 and scoring equal to or less than the Strength of their Ram Value; if they fail, however, they
will suffer a collision using their Ram value instead. The Dome remains in play until nullified or
removed.
Hammer of Fury
Force 3, Range 9
All enemy models within 9 of the user are blasted backward 3 directly away from the user and suffer
an S5 hit. Vehicles suffer an S5 hit (Armor Penetration 2D6+5) to each location. Moving enemy
vehicles will go out of control in their next movement phase. Note that models with Strength of 6+ will
not be driven back by this power, but they will still suffer the S5 hit.
Mental Fortress
Force 1, Range 12
The user and all friendly models within 12 gain an additional saving throw of 5+ on D6 against psychic
attacks. This power remains in play until nullified or removed.
Adeptus Powers
Assail
Force 1, Range 24
Targets any single model within range. You may move the target up to 6 in any direction (including
onto blast markers, or into dangerous terrain) and choose its facing. You can even move models into
Hand to Hand combat; models moved in this way do NOT count as charging. This attack will knock
models out of Overwatch, or a cause Move or Fire weapon to loose its next Shooting Phase. Assail will
not move a vehicle around, but it will cause a moving vehicle to go out of control in its next Movement
Phase on a D6 roll of 4+.

Carmine Assassin, The


Force 1, Range 18
Pick a single model within range; the victim must roll under its Toughness on D6 or it is slain. No armor
save is permitted. It may be used to attack a single crewman without rolling for armor penetration, but if
the vehicle is enclosed the victim may roll 2D6 and pick the lowest value when attempting to roll under
his Toughness.
Displacement
Force 2, Range 3D6
User may teleport a friendly squad or single model from a position anywhere on the battlefield. Troops
are moved up to 3D6 in any direction, ignoring obstacles and intervening terrain as they are moved.
Troops may be moved onto a roof, rocky pinnacle or other elevation, and may be used to move troops
into Hand to Hand combat, in which case they fight in the next combat round and count as Charging in
that round. Note that any model which falls from a precarious position is assumed to have actually fallen,
and will suffer one wound on a 4+, with a normal saves allowed. This power does not work on vehicles
or enemy models of any kind.
Gate, The
Force 1, Range 18
Place two markers on the board, each of which must be within 18 of the psyker. LOS is not required
when placing the Gate, but it cannot be placed into a vehicle which is capable of movement. Any models
(friend or foe) which move into one marker from any direction reappear instantly out of the other,
expending no movement while moving through the Gate; they may charge or make run moves as normal
through it. Only normal foot troops (of either side) may move through the Gate; if there is any question
as to who may use it, the model in question must be able to fit into the area of the template. The Gate
blocks LOS, and cannot be used to shoot (or use psychic powers) through. It remains until nullified or the
user is slain, and must be cast as a new power if the psyker wishes to move it.
Hellfire
Force 2, Range 24
Place the special Hellfire template (2 blast template) anywhere within range of the user. Each model
touched by the template suffers an S4 hit, and normal armor saves apply. The template blocks Line of
Sight and any model touching it will suffer an S4 hit while it remains on the board. Remains until
nullified or the power is used again.
Lightning Arc
Force 3, Range 24
Strikes the first model in a straight line within range. The target sustains an S6 hit causing D3 wounds.
If the first target is killed by the Arc, the psyker may cause it to hit another model within 6 of the first,
inflicting damage as before, and so on, and causing up to 6 hits in succession. If the Arc penetrates a
vehicles armor, the psyker can cause it to strike another model within 6or a different location on the
same vehicle for up to 6 hits, as described above.
Machine Curse
Force 2, Range 24
Place the Machine Curse template (2 blast template) anywhere within range of the user. Any model
touched by the template will be affected. All ranged weapons affected will be unable to fire (including
pistols used in close combat) and robots, Terminators, Dreadnoughts or vehicles will be unable to move
or to fight in Close Combat until the curse is nullified (vehicles stop moving entirely if effected)-. If an
object is taken out of the area, it will start working again. Troops may fire into or through the area
without penalty, and the power does not effect systems that are not specifically listed on the card.
Remains until nullified or the user is slain.

Scan
Force 1, Range 36
All hidden enemy models within range are detected automatically (the user will communicate their
position to friendly troops). If any enemy psykers are within range, you can examine his opponents
hand of Warp Cards; you may also look at one randomly-chosen psychic power card of each enemy
psyker in range.

Squat Vehicles
Standard Rules
Note that all Squat vehicles mount targeters as standard equipment for any weapons that require them.
Indigenous Squat vehicles may be converted from tracks to Hover Jet technology. Hover jets use the same
rules as skimmers, but travel much lower to the ground, and cannot use pop-up attacks. A Hover Jet vehicle
can be charged in HtH, but may move out of HtH without penalty or without being counter attacked in its
Movement Phase by jumping away from its attackers (if it survives).
Your Squat army may pick a Foehammer APC, an Imperial Land Raider or a Rhino as part of its Squad
section. See the descriptions of these vehicles for more information on the Datafax, point cost, and
equipment entailed. Note that Squat Warriors armed with Laspistols, and Flak Armor (6+ save/5+ vs. Blast
Markers) crew these vehicles.
All Squat Bikers roll a special die to determine the result of a Skid Turn. Brotherhood bikers roll a D10,
and Engineer Bikers roll a D8.

Bikes
Squat Bike
10 points + Rider
Crew Type
Squat (Varies)

WS

BS

Ld

Ram
Number of
Speed
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
5
D4
-2
10
15
30
1
0
The Squat Bike is armed with twin linked boltguns with a 90 arc of fire to the front.

D6
1-2
3-6
D6
1
2
3
4
5
6

Location
Squat Rider
Bike

Movement
Type
Bike

Armor
Side/Rear
See below
10
10

Front

Bike Damage Table


The Twin Linked Boltguns are destroyed.
The Front Forks are badly bent. From now on, the Bike may only move at Slow speed
for the rest of the game.
The shot tears away part of the Bikes controls. Roll a D6 at the start of each of the
Squats movement phases. On a 4+, he retains control and can move normally;
otherwise, he moves out of control for that turn.
The Bikes front wheel is blown off, and it flips over, killing the rider. Anyone under the
model when it crashes takes D3 S6 hits with a 2 save modifier.
The Bikes engine explodes, killing the rider. The wreck hurdles out of control next
turn, before coming to a permanent halt.
The Bikes fuel catches fire and explodes, killing the rider. The Bike hurtles out of
control and then explodes, causing D3 S8 hits with a -3 save to all models within 3.

Squat Rider Damage Table


Roll to wound the driver normally. If he is slain, the Bike moves out of control in the following
turn, and then flips over and is destroyed.

Squat Heavy Trike


65 points + Crew
Crew Type
Squat Warrior

M
3

WS
4

BS
3

S
3

T
4

W
1

I
2

A
1

Ld
9

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
6
D6
-3
8
18
24
2
0
Trike
The Squat Trike is armed with twin linked boltguns with a 90 arc of fire to the front and a Multi-Melta
with a 180 arc of fire.

D6
1-3
4-6
D6
1
2
3
4
5
6

Armor
Location
Front
Side/Rear
Crew*
See below
Trike
10
10
*Hit model closest to the attacker
Trike Damage Table
The Twin Linked Boltguns are destroyed.
The Multi-Melta is destroyed and may no longer be used.
The shot tears away part of the Trikes controls. Roll a D6 at the start of each of the
Squats movement phases. On a 4+, he retains control and can move normally;
otherwise, he moves out of control for that turn.
The Trikes wheel mountings buckle, and it flips over, killing the crew. Anyone under
the model when it crashes takes D6 S7 hits with a 2 save modifier.
The Trikes engine explodes, killing the crew. The wreck hurdles out of control next
turn, before coming to a permanent halt.
The Trikes fuel catches fire and explodes, killing the crew. The Trike hurtles out of
control and then explodes, causing D3 S8 hits with a -3 save to all models within 3.

Crew Damage Table


Roll to wound the crewman nearest to the attacker. He is wounded normally; each is equipped with
Flak Armor (6+ save). If the driver is slain, the Trike moves out of control, and continues to move
in this manner until it moves off the table, has a collision, or the gunner takes control of the vehicle.
If the gunner is killed (or controls the Trike), then its heavy weapon cannot fire.

Tracked
Rhino Mark I
50 points
Crew Type
Squat Warrior

M
3

WS
4

BS
3

S
3

T
4

W
1

I
2

A
1

Ld
9

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
1
10
Tracked
The Rhino is armed with twin linked Bolters with a 360 arc of fire from the top of the vehicle. A
Rhino may upgrade with auto-launchers (with Frag or Blind) for (+5) points, or a Frag Defender for
(+10).
D6
1-2
3-5
6
D6
1
2-5
6
D6
1
2-4
5
5
D6
1
2-5
6

Location
Track
Hull
Weapons

Front
15
20
12

Armor
Side/Rear
15
18
12

Track Damage Table


The track is damaged but keeps running. The Rhino may only move at slow speed for
the rest of the game.
The track is blown off. The Rhino moves out of control next turn, and then comes to a
permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
The driver is hit and killed. The Rhino cannot fire weapons and will move out of
control for the rest of the game (unless another model can take over).
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the wreck moves out of
control next turn before exploding. Any model within 3 of the point where it stops will
be hit as if by a heavy flamer.
Weapon Damage Table
The Rhinos bolters and auto-launchers are damaged, and may only be used on a roll of
4+ (check each turn).
The Bolters and auto-launchers are destroyed.
The weapon systems are destroyed, as above; in addition, the explosion flashes back
inside the vehicle. Roll on the HULL table to determine the result.

Squat Foehammer APC


145 points
Crew Type
Squat Warrior

M
3

WS
4

BS
3

S
3

T
4

W
1

I
2

A
1

Ld
9

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
8
D12
-5
8
18
25
3
10
Tracked
The Foehammer is armed with a Heavy Stubba in the hull with a 90 arc of fire to the front of the
vehicle. Each side of the tank has an Autocannon in a sponson with a 90 arc of fire from the front on
that side of the vehicle; note that these are not linked weapons, and that there is a dead zone the width
of the vehicle. The Foehammer may upgrade with auto-launchers (with Frag or Blind) for (+5) points,
or a Frag Defender for (+10).
D6
Location
1-2
Track
3-5
Hull
6
Sponson*
*Closest One to attacker
D6
1
2-5
6
D6
1
2-3
4
5
6
D6
1
3
4-5
6

Front
17
22
18

Armor
Side/Rear
17
20
18

Track Damage Table


The track is damaged but keeps running. The Foehammer may only move at slow speed
for the rest of the game.
The track is blown off. The Foehammer moves out of control next turn, and then comes
to a permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
The Heavy Stubba is destroyed and may no longer be used.
A fiery explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the wreck moves out of
control next turn before exploding. Any model within 3 of the point where it stops will
be hit as if by a heavy flamer.
The ammunition explodes. All models on board are killed, and any model within 3 will
be hit by D6 S-10 hits with a -3 save.
Sponson Damage Table
The Autocannon is damaged, and may only be used on a roll of 4+ (check each turn).
The gunner is killed; the Autocannon must be manned by another crewman to fire.
The Autocannon is destroyed.
The sponson is destroyed, killing the gunner. The explosion tears through the vehicle;
roll on the HULL table to determine the result.

Thunderstrike Tank
155 points
Crew Type
Squat Warrior

M
3

WS
4

BS
3

S
3

T
4

W
1

I
2

A
1

Ld
9

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
6
12
18
2
0
Tracked
The tank is armed with a Heavy Stubba and a Thunderer Cannon mounted in the hull; each weapon has
a 45 arc of fire to the front. The Thunderstike may upgrade with auto-launchers (with Frag or Blind)
for (+5) or Frag Defenders (+10) points. Note that the Thunderstike only carries enough ammunition
for 6 shots of the Thunderer Cannon within the hull.
D6
1
2-4
5-6
D6
1
2-5
6
D6
1
2-3
4
5
6
D6
1
2-4
5
6

Location
Track
Hull
Thunderer Cannon

Front
15
23
20

Armor
Side/Rear
15
18
20

Track Damage Table


The track is damaged. The Thunderstike must move at slow speed for the rest of the
game.
The track is blown off. The tank moves out of control, then comes to a permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
The driver is killed. Unless the position is taken over by the gunner, the vehicle will
move out of control until it has a collision, drives off the board, or the game ends.
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites and the vehicle bursts into flames. All models on board are killed,
and the wreck moves out of control next turn before exploding. Any model within 3 of
the point where it stops will be hit as if by a heavy flamer.
The ammunition explodes. All models on board are killed, and any model within 3 of
the point where it stops will be hit by D6 S-10 hits with a -3 save.
Thunderer Cannon Damage Table
The Thunderer Cannon is damaged, and may only fire on a roll of 4+ (check each turn).
The Thunderer is destroyed and may not be used for the rest of the battle.
The cannon is destroyed, as above; in addition, the explosion flashes back inside the
vehicle. Roll on the HULL table to determine the result.
The shot strikes the tank with an open breech, and the shell explodes, detonating the
magazine. All models on board are killed, and any model within 3 of the edge of the
vehicle will be hit by D6 S-9 hits with a -6 save.

Firestorm Assault Tank


150 points
Crew Type
Squat Warrior

M
3

WS
4

BS
3

S
3

T
4

W
1

I
2

A
1

Ld
9

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
2
0
Tracked
The tank is armed with a Whirlwind Multi-Rocket Launcher with a 360 arc of fire in the turret. The
Firestorm may upgrade with auto-launchers (with Frag or Blind) for (+5) points or Frag Defenders
(+10) points.
D6
1
2-3
5-6
D6
1
2-5
6
D6
1
2-3
4
5
6
D6
1
2
3
4-6

Location
Track
Hull
Turret

Front
15
20
22

Armor
Side/Rear
15
18
22

Track Damage Table


The track is damaged. The Firestorm must move at slow speed for the rest of the game.
The track is blown off. The tank moves out of control, then comes to a permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
The driver is killed. Unless the position is taken over by the gunner, the vehicle will
move out of control until it has a collision, drives off the board, or the game ends.
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites and the vehicle bursts into flames. All models on board are killed,
and the wreck moves out of control next turn before exploding. Any model within 3 of
the point where it stops will be hit as if by a heavy flamer.
The ammunition explodes. All models on board are killed, and any model within 3 of
the point where it stops will be hit by D6 S-10 hits with a -3 save.
Turret Damage Table
The Whirlwind multi-launcher is damaged, and may only fire indirectly on a roll of 4+
(check each turn).
The multi-launcher goes haywire, and fires a barrage at a random target. Roll a scatter
die to determine the direction of the barrage. Place the 3 Blast Marker on the first
model (friend or foe) within range and work out the rest of the effects as normal. The
multi-launcher will not fire in the next turn.
The gunner is killed; the multi-launcher must be manned by another crewman to fire.
The turret is blown off. All models in the Whirlwind are killed, and the turret flies 2D6
in a random direction. Any models hit by it take D6 S-9 hits with a -6 save modifier.

Vehicle Modifications
Additional Wargear
Modifications may be added to any vehicle with a Datafax, except Titans. There is no limit to the
number of modifications that can be made to a single vehicle, nor to the number of instances of the same
modification that may be made; however, each complete modification may only be applied to a
particular vehicle once unless it is deployed as a squadron. This means that although all four of your
tanks may have reinforced armor, if that is their only modification, then they must all be deployed as part
of a single unit. Otherwise, other wargear must be applied to each vehicle, until they no longer match.
Wargear for All Armies
Ablative Armor
+15 points (45 pts for Super Heavy vehicles)
The crewmen of this vehicle have bolted extra protective plates to it, forming a secondary layer of armor.
A vehicle with ablative armor ignores the first hit which successfully penetrates the vehicle's armor.
Further hits that penetrate count as normal. Hits from graviton guns and Shokk Attack guns ignore
ablative armor. Note that exposed crewmen are not protected by ablative armor and will be affected
normally.
Ablative armor only effects weapons which roll to penetrate armor. Against weapons such as buzzer
squigs, pulsa rokkits, distort cannons, etc., Ablative armor has no effect.
Ceramite Armor
+50 points (same for Super Heavy vehicles)
The armor of this vehicle has been made out of ceramite. Ceramite is a special compound that retains
all the protection of normal armor, but also has incredible heat resisting qualities. Any shots from
multi-meltas, melta guns, or melta-bombs which hit the vehicle must halve the result rolled for armor
penetration. Note that exposed crewman are not protected by ceramite armor and will be affected
normally.
Electro-Hull
+10 points (20 pts for Super Heavy vehicles)
This card may be taken by any vehicles except those with exposed crew. By running a live electric
current through the hull, this vehicle has a very simple defense against hand-to-hand attackers. Any
model which attacks this vehicle in hand-to-hand combat must first see if their armor protects them from
the shock, by successfully making a basic armor saving roll (field saves have no effect against Electrohulls). If the model fails, then he will be thrown back 1" and may not attack this turn. If the model
successfully makes its basic saving throw then it may attack the vehicle as normal.
Null-Shield
+35 points (same for Super Heavy vehicles)
Each time a psychic power is used on a vehicle with a null-shield, roll the Scatter Die firston a roll of a
Hit, the psychic power penetrates the Shield and works normally. If an arrow is rolled, the power is
deflected 2D6 away in the direction indicated, passing over terrain and obstacles but affecting the first
legal model (other than the vehicle whose Null-Shield deflected it) in its path. If the null-field is within
2 radius, the Shield will nullify the power on a 4+ on D6.
Reinforced Armor
+10 points (50 pts for Super Heavy vehicles)
The armor value for all locations is increased by +1. The extra weight has a negative effect on speed; the
vehicles Slow Speed is reduced by 1, the Combat Speed reduced by 2, and the Fast Speed reduced by
4. Dreadnoughts and Walkers have their Movement reduced by 2.

Scythes
+5 points
This card may only be taken for Bikes and Dark Eldar Jet Bikes. The Bike has been equipped with
wickedly sharp scythes for cutting down enemy troops as the rider races past at high speed. When the
Bike is used to make a hit and run attack, before the actual attack is resolved, the enemy model must roll
equal to his initiative or less on a D6 (6 always fails). If the roll is failed, the model takes a S-4 hit with a
-1 modifier. If the model lives, (or passed his initiative check) the resolve the hit and run attack normally.
Searchlight
+5 points (same for Super Heavy vehicles)
You may use the Searchlight during any movement phase. Place a 2 Blast Marker anywhere within
Line of Sight of the vehicle using the Searchlight. Any hiding enemy models at least partially covered by
the marker are spotted (if they are in or behind soft cover). Enemy models hidden in or behind hard
cover or equipped with Chameoline (or its equivalent) become detected instead.
Supercharged Engine
+5 points (not available for Super Heavy vehicles)
May not be taken for Dreadnoughts or other Walkers. May be used in any Movement Phase to increase
the vehicles speeds, and may be used repeatedly but no more than once per movement phase. When
used, Combat Speed is increased by D6 and Fast Speed is increased by 2D6. These increases are in
addition to any other increases which may have taken effect by previous triggerings of the Supercharged
Engine. If the die roll is a 6, the movement for that die MUST be used in that turn!
Vortex Detonator
+50 points (same for Super Heavy vehicles)
The Vortex Detonator projects a field over a large area which can detect the tiny warp drives within
Vortex grenades and cause them to detonate prematurely. If any model within 12 attempts to use a
Vortex grenade they will be detected by the Vortex Detonator, and the grenade will automatically explode
in the model's hand. Place the blast marker over the model as if it had hit itself with the Vortex grenade.

Fortification Datafaxes
Defensive Structures
Bunker
50 points
Personnel
M
WS
BS
S
T
W
I
A
Ld
Any
A Bunker is a typical fortification, providing maximum defense, with good offensive potential.
Typically, only one heavy weapon squad is housed in a Bunker, which allows for covering fire on three
sides. The Bunker has an armored door in rear wall, allowing for a secure entrance into the structure
for the occupants.
Armor
D6
Location
Front
Side/Rear
1-4
Bunker
25
25
5
Door*
25
25
6
Vision Slit
See Below
*If visible to the attacker; otherwise, treat as Bunker instead.
D6
1-3
4-5
6
D6
1

Bunker Damage Table


The building is shaken. All models are knocked off their feet and may not move or
shoot during their next turn. Hand-to-Hand is resolved normally. Add +1 to further rolls.
The building is badly shaken, knocking all the models off their feet as described above.
All models are seperated from Hand-to-hand and further movement inside the building
is at half rate. Add +2 to further rolls on this table.
The Firebase collapses. All models must make an armour save or be immediately slain
by falling debris. Models may not move or shoot on their next turn and are seperated
from Hand-to-hand combat immediately.

Door Damage Table


The Door is knocked open; treat Vision Slit until closed by a model inside the Bunker.
The door is badly buckled an jammed. No models may use this door unitl it is blown
2-3
off.
The door is blown off, leaving a large hole. Any future hit should be treated as
4-6
described under Vision Slits above.
Vision Slit Result
The shot penetrates to the inside of the section. Roll to wound a random model as normal. If the hit
is from a weapon with a Blast Marker, then each model in the section will be considered to be
under the template.

Pill Box
25 points
Personnel
M
WS
BS
S
T
W
I
A
Ld
Any
A Pill Box is a light fortification, providing maximum defense, but limited offense. Typically, only one
weapon team/gunner is housed in a Pill Box, although an entire squad may shelter there if needed. A
Pill Box has one weapon slit and has no rear wall, allowing for fast entrance and exit into the structure
for the gunner/crew.
D6
1-5
6
D6

Location
Pill Box
Vision Slit

Front
25

Armor
Side/Rear
25
See Below

Armored Skirt Damage Table


The building is shaken. All models are knocked off their feet and may not move or
1-3
shoot during their next turn. Hand-to-Hand is resolved normally. Add +1 to further rolls.
The building is badly shaken, knocking all the models off their feet as described above.
All models are seperated from Hand-to-hand and further movement inside the building
4-5
is at half rate. Add +2 to further rolls on this table.
The Firebase collapses. All models must make an armour save or be immediately slain
by falling debris. Models may not move or shoot on their next turn and are seperated
6
from Hand-to-hand combat immediately.
Vision Slit Result
The shot penetrates to the inside of the Pill Box. Roll to wound a random crewman as normal. If
the hit is from a weapon with a Blast Marker, then each model will be considered to be under the
template on a roll of 4+. Models not under the template are immediately moved outside to the rear
of the Pill Box.

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