Professional Documents
Culture Documents
Homo Sapiens
Rotundus
The Complete Guide To
The Squats
In The Forty First Millennium
1-2
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
Up to 25% Support
Up to 50% Character
Up to 25% Allies
Up to 50% Support
Up to 25% Character
Up to 25% Allies
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.
<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.
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.
<50%
Cost
20
25
7
8
15
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
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.
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
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
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
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
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
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