Hearthguard are the Elite Warriors of the Households. They are used as Guards for the noble and important membors of the Squat households. Equipped with the best weapons and equipment, they are the first to attack and the last to retreat.
|
Hearthguard
|
||||||||||
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
|
Hearthguard
|
/
|
4
|
3
|
3
|
4
|
1
|
3
|
2
|
10
|
4+
|
Squad: The squad cosnsists of 5 Hearthguard Weapons: Rocket Carbine or Power Axe and Rocket Pistol. Options: Up to two models may be equipped with the following weapons: Plasma Gun +6, Meltagun +10, Grenade Launcher, +6, or Flamer +3. The entire squad may be equipped with Frag Grenades for +1 points per model, and Krak Grenades for +2 points per model and Heywire grenades for + 4 points a model. Transport: The squad may be mounted in a Termite for an additional cost of ?? points or a Behemoth APC for ?? points. A squad that contains more than six models may not be mounted in a Termite. An army may only include a maximum of 3 Termites. |
SPECIAL RULES Exo Armour: The entire squad may be given Exo Armour for a cost of +?? points. Exo Armour comes with a power axe and a Assault Carbine and give the model a 2+ save. One model may upgrade their assault carbine to a Multimelta for +20 points or a Plasma Cannon for +16 points. Any model may exchange their power axes for power hammers for +2 points. If acting as a Bodyguard for the Warlord, they may only have Exo armour if the Warlord does as well. A Hearthguard Squad in exo armour does not use the regular options for a Hearthguard unit. |
Engineers often accompany the Squat armies into battle to do on-site repairs and to use their technical expertise to destroy their enemys. |
Engineers
|
||||||||||
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
|
Engineer
|
/
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
|
4+
|
Squad: The squad consists of between five and nine Engineers. Weapons: Rocket Carbine, Frag Grenades and Meltabombs. Any model may exchange its Rocket Carbine for a Rocket Pistol and Chainaxe for no additional cost. Options: Up to two models may be equipped with one of the following for the points indicated: Plasma gun - 6 pts, Meltagun - 10 pts, Grenade Launcher - 6 pts, or a Flamer - 3 pts. The entire squad may be equipped with frag grenades for +2 points per model and Heywire grenades for + 4 points a model. |
SPECIAL RULES Tank Hunters: The unit always passes any tests for tank shock and gains +1 to their armour penetration rolls. Minesweeping: Engineers can enter a minefield without being attacked. The unit may spend a turn clearing the minefield. They cannot shoot or assault during that turn. Laying Mines: The unit may spend it's shooting phase to lay a minefield. They cannot assault during that turn. |
Engineers often accompany the Squat armies into battle to do on-site repairs and to use their technical expertise to destroy their enemys. |
Chem
Squad
|
||||||||||
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
|
Chem
|
/
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
|
4+
|
Squad: The squad consists of between five and nine Chem. Weapons: Chemical thrower and Rocket pistol. Options: The entire squad may be equipped with frag grenades for +2 points per model. |
SPECIAL RULES Hazardis chemicals: If a member of a Chem squad dies there is a 4+ chance that there tank of Chemicals ruptures and sprays everyone in a 2" radius causing a Str 4 AP 5 hit. Members of the chem squad and other Chem squads are immure to this blast. |
Engineers often accompany the Squat armies into battle to do on-site repairs and to use their technical expertise to destroy their enemys. |
Robots
|
||||||||||
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
|
Robots
|
/
|
4
|
4
|
5
|
6
|
1
|
2
|
1
|
10
|
3+
|
Squad: The squad consists of between 3 and 5 Robots for ever engineer with a control node. Weapons: Assault Carbine and close combat weapon. Options: The Assault Carbine my be replaced with one of the following weapons: Combie rocket carbine-flamer for +? points; Combie rocket carbine-meltagun for +? points; Combie rocket carbine-plasma gun for +? points. The close combat weapon may be upgraded to a power hammer for +? points or a power fist for +? points. |
SPECIAL RULES Artaficial Intelligance: Squat Robots only have the most simple droid brain and can only follow very simple instuctions. Therfore they must stay within 18" of an Engineer with a Robot control node. |