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Credit goes to those that deserve it^.

Background
Squats are short, solid humans from heavy gravity mining worlds at core of the galaxy. They are hardy fighters with an
intense hatred of Orks. Their weapons factories are the finest in the galaxy and they create fearsome engines of destruction.
In the earliest days of space colonization, the worlds toward the galactic core were settled. At that time the mineral
resources of the galactic core worlds were a rich prize and thousands of huge specially adapted mining spacecraft and
colony ships set off to harvest the vast wealth of these inner planets. The manufacturing corporations, making heavy
machinery, vehicles, and weapons, also established thousands of plants on these worlds to be near the source of raw
materials. The original settlers were miners, engineers, and technicians, and they built their homes deep underground or
carved out of the rocky cliffs and hillsides of the world, creating self-contained communities out of exhausted mines. To
feed themselves, they constructed huge hydroponics tanks to grow nutritious algae which could then be processed and eaten
by the settlers and the communities quickly became self-sufficient. The high gravity and harsh environment gradually
changed the humans that lived there. They grew tougher, more resilient, and they became shorter and squatter. This process
took thousands of years, and during that time the new race began to develop its own cultural identity, based upon feudal and
guild ideals. When the galactic core was temporarily cut off from the rest of human society by warp storms, the inhabitants
banded together into an independent confederation which they called the Home worlds. During this period of isolation, the
Home worlds withstood many trials from Ork invasions to rampages of Chaos, environmental disasters, and even internal
war between the Squats themselves. The early settlements have been enlarged many times and fortified to turn them into
impregnable, selfsufficient strongholds. The Home worlds have remained independent, and have their own wars against
Orks and Chaos, and on occasions, Squats have also fought the Imperium and the Eldar, but by the large, the Squats have
allied with humans. Sometimes Squat strongholds will fight each other over points of honour, or valuable mining rights, but
such wars are usually short-lived, being brought to a halt by ancient laws or the intercession of the Council of Strongholds.

It was during this time that the race became generally known as Squats, though they are also called Dwarfs, and many of
them prefer this term. The Squats are a hard working and tenacious race, with a strong stubborn streak. They are
honourable, and take great pride in paying their debts and in keeping their word. This means they are reliable allies but
extremely dangerous foes. If a Squat gives its word to do something, he will do it, even if it takes his life in the attempt.
Squats have hated Orks with a passion ever since the ravages of Ork Warlord Grunhag the Flayer, whose surprise invasion
cost many Squat lives and wiped out several ancient strongholds. Even today, thousands of years after the invasion, the
Squats send out expeditions to try and uncover lost remnants of strongholds believed destroyed by Grunhag’s horde. An epic
ballad called The Fall of Imbach reminds younger generations of Squat warriors of the heroism of the Squats in those dark
times and of the foul treachery of the Ork invaders. The deeds of treachery by the Orks have been recorded in the Book of
Grudges for all generations of Squats to read. The Engineer’s Guild is a powerful part of Squat society. Its knowledge and
expertise is legendary and its leaders hold many engineering secrets. Their war engines include airships, gyrocopters, and
gigantic armoured crawlers. The largest of these vast machines is the Colossus, which is also made for the Imperium in a
version called the Leviathan. These are huge war machines with extremely thick amour, carrying a large number of
powerful weapons and hundreds of troops, and protected by layers of void shields. The Squats also use many armoured
vehicles, fast Guild Bikes, and flying machines on the battlefield. They use fast, heavily armed Gyrocopters for scouting and
making flanking and hit and run attacks. The sight of a Guild Bike squadron roaring down on the enemy has been known to
break the enemy’s resolve and create panic among the enemy troops, such is their reputation.

Credit goes to those that deserve it ^.


Warlord Traits
1. Squat Hardiness, The warlord can ignore a wound he took on a 4+.

2. Lay of the land, The warlord can hold an objective even if he is the only
friendly model their. If opponent has similar ability it goes to who has the
highest power rating or points; you use whatever points system was used to
write up your army list.

3. Practice makes perfect, The warlord gets a +1 to his WS and BS to a


maximum of 3+.

4. Ignore the witch, The warlord gains deny the witch and gets a +2 to it as
well.

5. Solver of the Grudge,Once per game, The warlord and models with 3”
can make one final attack in the assault phase before hey are removed from
the table.

6. Hold the line, Once per game any artillery can make one additional
shooting attack in the Shooting phase.
These are some rules commonly shared by squats.

Stubborn Squat: squats are fearless and ignore morale tests and leadership tests.
Squat Strongholds
Kraka Drak
Re-reolled failed to hit rolls and wound rolls versus chaos. +1 to armor save.

Clan Angrund
BS +1 for Guild Artillery and the Guild artillery can re roll failed to hit wounds of 1 and 2.

Karak Kadrin
Slayers and Berserkers get +2 to movement and -20 points

Traitor Kin
Pick one to follow. Undivided Lords of war are – 50 points to take. Khorne +2 to Attacks and plus 2 leadership.
Nurgle +1 to Strength and Toughness -2 to movement . Slannesh +2 Movement and + 1 attack. Tzzentch Living ancestors
can re roll their lowest result on psyker tests and get an extra dice to deny the witch.

Harli and Daveedison


Fast attack and Flyers gain a 4+ invulnerable Save.

Nehry Dorf
If a Guild Heavy Support takes a wound on a 4+ ignore the wound.
Karaz- a- karak
if a Guild Squat model takes a wound on a 5 ignore the wound.
6 120
Power Points
HQ

Dalgrombrin
NAME M WS BS S T W A Ld Sv
Dalgrombrin 5" 2+ 3+ 4 4 5 3 10 4+

The Warlord comes with a boltgun, laspistol,Runic axe, frag grenade and krak grenade.

WEAPON RANGE TYPE S AP D Abilities


Runic axe Melee Melee x2 -2 D3 -

Boltgun 24” Rapidfire 1 4 0 1 -

Laspistol 12" Pistol 1 3 0 1 -

Frag Grenade 6" GrenadeD6 3 0 1 -

Krak Grenade 6" Grenade 1 6 -1 D3 -

Wargear Options

 Warlord may take exo-armor conferring a save of 2+ and gains a refractor field (Power Rating +2)

 This model may take a Guild Bike (Power Rating +1)

 The Warlord may swap his laspistol for a bolt pistol.

ABILITIES Stubborn Squat


Refractor Field: this model has a 5+ invulnerably save.

Respect of the beard: You can re-roll hit rolls and wound rolls made for friendly Guild Troop units within 6" of this model.

Faction Keyword Squat, Guild

Keywords Character, Infantry, Warlord


8 75
Power Points
HQ

Harli and Daveedison


NAME M WS BS S T W A Ld Sv
Guild Bike 12" 3+ 4+ 3 4 4 2 9 4+
Bike Leader 12” 3+ 4+ 3 4 4 3 10 4+

Harli and Daveedison are on a Guild Bike armed with a heavy bolter and Multi melta

WEAPON RANGE TYPE S AP D Abilities


Boltpistol 12” Pistol 1 4 0 1 -

Heavy bolter 36" Heavy 3 5 -1 1 -

Twin boltgun 24" Rapid Fire 2 4 0 1 -

Chainsword Melee Melee User 0 1 Each time the bearer


fights, it can make 1 additional attack with this weapon.

Wargear Options

ABILITIES Stubborn Squat


Turbo-boost: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling
a dice.

Outriders: During deployment, you can set up a unit of Harli and Daveedison on the army’s flanks instead of placing it on
the battlefield. At the end of any of your Movement phases, the Harli and Daveedison can race in to encircle the foe – set
them up so that each model is touching a battlefield edge and is more than 9" away from any enemy models

Faction Keyword Squat, Guild

Keywords Biker, Harli and Daveedison, Character


6 120
Power Points
HQ

Warlord
NAME M WS BS S T W A Ld Sv
Warlord 5" 2+ 3+ 4 4 5 3 10 4+

The Warlord comes with a boltgun, laspistol,power axe, frag grenade and krak grenade.

WEAPON RANGE TYPE S AP D Abilities


Power axe Melee Melee +1 -2 1 -

Boltgun 24” Rapidfire 1 4 0 1 -

Laspistol 12" Pistol 1 3 0 1 -

Frag Grenade 6" GrenadeD6 3 0 1 -

Krak Grenade 6" Grenade 1 6 -1 D3 -

Wargear Options

 Warlord may take exo-armor conferring a save of 2+ and gains a refractor field (Power Rating +2)

 This model may take a Guild Bike (Power Rating +1)

 The Warlord may swap his laspistol for a bolt pistol.

ABILITIES Stubborn Squat


Refractor Field: this model has a 5+ invulnerably save.

Respect of the beard: You can re-roll hit rolls of 1 and wound rolls of 1 made for friendly GUILD units within 6" of this
model.

Faction Keyword Squat, Guild

Keywords Character, Infantry, Warlord


3 20
Power Points
HQ

Guildmaster
NAME M WS BS S T W A Ld Sv
Guildmaster 5" 2+ 3+ 3 4 5 3 9 5+

The guildmaster is armed with a laspistols, knife, frag grenades, krak grenades and melta bombs

WEAPON RANGE TYPE S AP D Abilities


Power axe Melee Melee +1 -2 1 -

Laspistol 12" Pistol 1 3 0 1 -

Frag Grenade 6" GrenadeD6 3 0 1 -

Krak Grenade 6" Grenade 1 6 -1 D3 -

Melta Bombs 4” grenade 1 8 -4 d6 You can re-roll failed


wound rolls for this weapon if the target is a VEHICLE.

Wargear Options
 Guildmaster may take exo-armor conferring a save of 2+ and gains a refractor field (Power Rating +2)

 This model may take a Guild Bike (Power Rating +1)

 The guildmaster may replace his laspistols with any imperial pistol

 The guildmaster may swap his knife for any imperial close combat weapon.
ABILITIES Stubborn Squat
Refractor Field: this model has a 5+ invulnerably save.

Experienced: You can re-roll hit rolls and wound rolls of 1 made for friendly GUILD units within 6" of this model.

Faction Keyword Squat, Guild

Keywords Character, Infantry, Guildmaster


6 120
Power Points
HQ

Slayer
NAME M WS BS S T W A Ld Sv
Slayer 5" 2+ 3+ 4 4 5 5 10 4+

The Slayer comes with a Axe of Oath, and a power axe.

WEAPON RANGE TYPE S AP D Abilities


Power axe Melee Melee +1 -2 1 -

Axe of Oath Melee Melee +2 -1 2 -

Great Axe Melee Melee x2 -3 2 -

Wargear Options

 The slayer may replace both his weapons for a great axe.

ABILITIES Stubborn Squat


Slayer Oath: When the Slayer is slain he may make one more full attack before the model is removed.

Slayer Presence: friendly guild Infantry within 3” can reroll failed to hit rolls of 1.

Faction Keyword Squat, Guild

Keywords Character, Infantry, Slayer


10 140
Power Points
HQ

Grimun fist of iron


NAME M WS BS S T W A Ld Sv
Grimun fist of iron 5" 2+ 3+ 4 4 5 5 10 4+

The Slayer comes with dual runic axes, and a power axe.

WEAPON RANGE TYPE S AP D Abilities


Dual Runic Axes Melee Melee +3 -3 2D3 this weapon always
wounds Heavy support and Lords of war of war on a 3+.

Wargear Options

 The slayer may replace both his weapons for a great axe.

ABILITIES Stubborn Squat


Slayer Oath: When the Slayer is slain he may make one more full attack before the model is removed.

Slayer Presence: friendly guild Infantry within 3” can reroll failed to hit rolls of 1.

Faction Keyword Squat, Guild

Keywords Character, Infantry, Grimun fist of iron


3 80
Power
Troop Points

Combat Squad
NAME M WS BS S T W A Ld Sv
Troopers 5" 3+ 4+ 3 4 1 1 7 5+
Squadleader 5" 3+ 4+ 3 4 1 2 8 5+

This unit contains Squad Leader and 7 Troopers. It can include up to additional 7 troopers (Power Rating +4). The
squadleader is armed with a laspistol,knife, frag grenades and krak grenades. All troopers are armed with a lasgun,knife,
frag grenades and krak genades.

WEAPON RANGE TYPE S AP D Abilities


Power axe Melee Melee +1 -2 1 -

Boltgun 24” Rapidfire 1 4 0 1 -

Lasgun 24" Rapid Fire 1 3 0 1 -

Laspistol 12" Pistol 1 3 0 1 -

Boltpistol 12” Pistol 1 4 0 1 -

Knife melee melee user 0 1 -

Frag Grenade 6" GrenadeD6 3 0 1 -

Krak Grenade 6" Grenade 1 6 -1 D3 -

Melta Bombs 4” grenade 1 8 -4 d6 You can re-roll


failed wound rolls for this weapon if the target is a VEHICLE.

Heavy bolter 36" Heavy 3 5 -1 1 -

Wargear Options

 one trooper may replace their lasgun with any imperial heavy weapon.(pg 6)

 Any and all troopers may replace their weapons with boltpistols, laspistols, or chainsword.

 The Troopers may swap their lasguns for boltguns.

 The squad leader may replace his laspistol with items from the Adeptus Astartes Sergeant Equipment list.

Faction Keyword Squat, Guild

Keywords Infantry,Combat Squad


6 55 per model
Power Points
Elites

Berserkers
NAME M WS BS S T W A Ld Sv
Slayer aspirant 5" 2+ 4+ 4 4 2 4 8 4+
Berserkers 5” 3+ 4+ 4 4 2 3 7 4+

This squad has one slayers aspirant, and 4 berserkers.

WEAPON RANGE TYPE S AP D Abilities


Power axe Melee Melee +1 -2 1 -

Axe of Oath Melee Melee +2 -1 2 -

Great Axe Melee Melee x2 -3 2 -

Wargear Options

 The slayer may replace both his weapons for a great axe.

ABILITIES Stubborn Squat


Slayer Oath: The slayer aspirant may make one more full attack before his model is removed from the table.

Slayer Presence: friendly guild Infantry within 3” can reroll failed to hit rolls of 1.

Berserk:ignore morale tests and move towards the closest enemy unit at the end of the movement phase after you have
moved.

Faction Keyword Squat, Guild

Keywords Character, Infantry, Slayer


6 120
Power Points
Elite

Hearthguard
NAME M WS BS S T W A Ld Sv
Hearthguard 5" 2+ 3+ 4 4 2 2 9 4+
Sergeant 5" 2+ 3+ 4 4 2 3 10 4+

This unit contains 4 Hearthguard. It can include up to 4 additional Hearthguard (Power Rating +4). Each model is armed
with a power axe, boltgun, laspistol, frag grenades and krak grenades.

WEAPON RANGE TYPE S AP D Abilities


Power axe Melee Melee +1 -2 1 -

Boltgun 24” Rapidfire 1 4 0 1 -

Laspistol 12" Pistol 1 3 0 1 -

Boltpistol 12” Pistol 1 4 0 1 -

Frag Grenade 6" GrenadeD6 3 0 1 -

Krak Grenade 6" Grenade 1 6 -1 D3 -

Melta Bombs 4” grenade 1 8 -4 d6 You can re-roll failed


wound rolls for this weapon if the target is a VEHICLE.

Wargear Options

 The hearthguards may take exo armor conferring a save of 2+ and gain a refractor field (Power Rating +2)

 The hearthguard may take Guild Bikes (Power Rating +2)

 The hearthguard may swap their laspistols for boltpistols.

 The hearthguard may swap all ranged weapons for a power shield.

ABILITIES Stubborn Squat


Refractor Field: this model has a 5+ invulnerably save.

Powershield: this model has a 3+ invulnerable save.

Faction Keyword Squat, Guild

Keywords Infantry,Hearthguard Squad


7 65
Power Points
Elite

Living Ancestor
NAME M WS BS S T W A Ld Sv
Living Ancestor 5" 4+ 5+ 3 6 4 2 10 4+

The Living Ancestor is armed with a knife and a laspistol.

WEAPON RANGE TYPE S AP D Abilities


Boltpistol 12” Pistol 1 4 0 1 -

Chainsword Melee Melee User 0 1 Each time the


bearer fights, it can make 1 additional attack with this weapon.

Wargear Options
 The living ancestor may take a guild bike or trike.

 The living Ancestor may replace his knife with a chainsword.

 The Living Ancestor may replace his las pistol with a boltpistol, plasma pistol, or auto pistol.

ABILITIES

Medipack: At the end of any of your Movement phases, the Apothecary can attempt to heal or revive a single model. Select
a friendly INFANTRY or BIKER unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately
regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain
during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If the Apothecary
fails to revive a model he can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the
gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.

Aura Of Resilience : All friendly GUILD units within 6" of this model may ignore a wound they took on a 5+.

Psyker
Level 2

Veneratus Ancestoris

Faction Keyword Squat, Guild

Keywords Character, Infantry, Living Ancestor, Psyker


2 30
Power Points
Elite

Commissar
NAME M WS BS S T W A Ld Sv
Commissar 6" 3+ 3+ 3 3 3 3 10 5+

A Commissar is a single model armed with a bolt pistol.

WEAPON RANGE TYPE S AP D Abilities


Boltpistol 12” Pistol 1 4 0 1 -

Chainsword Melee Melee User 0 1 Each time the


bearer fights, it can make 1 additional attack with this weapon.

Wargear Options
 The Commissar may take up to two items from the Astra Militarum Melee Weapons list

 The Commissar may replace their bolt pistol with an item from the Astra Militarum Ranged Weapons list.

 The Commissar may take a Guild bike or trike.

ABILITIES
Aura of Discipline: All friendly Squat units within 6" of a COMMISSAR can use the Commissar’s Leadership instead of
their own.

Summary Execution: Friendly Squat units within 6" of a COMMISSAR can never lose more than one model as the result of
any single failed Morale test.

Faction Keyword Squat, Guild

Keywords Character, Infantry, Commissar


3 50
Power Points
Elite

Squat Engineer
NAME M WS BS S T W A Ld Sv
Squat Engineer 5" 3+ 4+ 3 6 4 2 10 4+

The Squat Engineer is armed with a power axe,refractorfield and laspistol.

WEAPON RANGE TYPE S AP D Abilities


Boltpistol 12” Pistol 1 4 0 1 -

Chainsword Melee Melee User 0 1 Each time the bearer


fights, it can make 1 additional attack with this weapon.

Wargear Options
 May swap his armor for power armor giving him a 3+ armor save.

 May take a Guild bike or trike.

ABILITIES

Refractor Field: this model has a 5+ invulnerably save.

Knowledge of the Machine: At the end of your Movement phase this model can repair a single GUILD VEHICLE within
1". That model regains D3 lost wounds. A model can only be repaired once per turn

Faction Keyword Squat, Guild

Keywords Character, Infantry, Squat Engineer


3 72
Power Points
Heavy Support

Mole Mortar
NAME M WS BS S T W A Ld Sv
Squat Crew 5" 3+ 4+ 3 4 1 1 8 4+
Mole Mortar 4+ 4 7 6 - 8 4+

The Squat crew is armed with a Mole mortar and 2 laspistols.

WEAPON RANGE TYPE S AP D Abilities


Mole Mortar 36” heavy d6 5 -1 1 This weapon
doesn't require line of sight to its target. If the weapon inflicts an unsaved wounds on an enemy unit, that unit cannot
Advance in its movement phase unless it can fly.

Lasgun 24" Rapid Fire 1 3 0 1 -

Laspistol 12" Pistol 1 3 0 1 -

Wargear Options
 The crew may swap their laspistols for lasguns.

ABILITIES
Artillery: a artillery piece can only fire its ranged weapon if a friendly Guild squat crew is within 3”. A single Squat Grew
model cannot operate multiple artillery pieces in this way a single turn. If all Squat crew within 6” of a artillery pece are
slain, it immediately shuts down and is removed from play.

Artillery Battery: artillery battery and its Squat crew must be deployed as single group within 3” of each other, and must
remain within this distance through the battle, but are otherwise treated as separate units. The Squat crew may only be
chosen as a target in the Shooting phase if they are the closest visible unit to the model that is shooting.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Faction Keyword Squat, Guild

Keywords Artillery, Infantry, Mole mortar


3 20
Power Points
Heavy Support

Brotherhood Weapons Teams


NAME M WS BS S T W A Ld Sv
Troopers 5" 3+ 4+ 3 4 1 1 7 5+

This unit contains 3 Brotherhood Weapons Team. Each model is armed with a lasgun and frag grenades

WEAPON RANGE TYPE S AP D Abilities


Laspistol 12" Pistol 1 3 0 1 -

Frag Grenade 6" GrenadeD6 3 0 1 -

Wargear Options

 Each model must take an item from any Imperial Heavy Weapons list. (pg 6)

 The weapons team may take a refractor field.

ABILITIES Stubborn Squat


Refractor Field: this model has a 5+ invulnerably save.

Faction Keyword Squat, Guild

Keywords Infantry,brotherhood weapons team


4 88
Power Points
Heavy Support

Rapier Laser Destroyer


NAME M WS BS S T W A Ld Sv
Squat Crew 5" 3+ 4+ 3 4 1 1 7 4+
Rapier 3” 6+ 4+ 3 5 3 1 8 3+

The Squat crew is armed with a Rapier Laser Destroyer and 2 laspistols.

WEAPON RANGE TYPE S AP D Abilities


Laser Destroyer 36” Heavy 1 12 -4 D6 -

Lasgun 24" Rapid Fire 1 3 0 1 -

Laspistol 12" Pistol 1 3 0 1 -

Wargear Options
 The crew may swap their laspistols for lasguns.

ABILITIES

Artillery: a artillery piece can only fire its ranged weapon if a friendly Guild squat crew is within 3”. A single Squat Grew
model cannot operate multiple artillery pieces in this way a single turn. If all Squat crew within 6” of a artillery pece are
slain, it immediately shuts down and is removed from play.

Artillery Battery: artillery battery and its Squat crew must be deployed as single group within 3” of each other, and must
remain within this distance through the battle, but are otherwise treated as separate units. The Squat crew may only be
chosen as a target in the Shooting phase if they are the closest visible unit to the model that is shooting.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Faction Keyword Squat, Guild

Keywords Artillery, Infantry, Rapier laser Destroyer


4 88
Power Points
Heavy Support

Tarantulas
NAME M WS BS S T W A Ld Sv
Tarantulas AA 0" - 4+ 4 5 4 - 10 3+
Tarantula Sentry Gun 0” - 4+ 4 5 4 - 10 3+

The Tarantula is either armed with twin heavy bolters

WEAPON RANGE TYPE S AP D Abilities


Air defense missiles 48” Heavy D3 8 --2 D3- Add 1 to all hit
rolls for this weapon against targets that can FLY. Subtract 1 from the hit rolls made against all other targets.

Twin Heavy Bolter 36" Heavy 6 5 -1 1 -

Twin lascannon 48" Heavy 2 9 -3 D6 -

Wargear Options
 The tarantula may replace its heavy bolters with air defense missiles. Gains Fully Automated weapons and loses
automated artillery.
 The tarantula may replace its heavy bolters with twin lascannons.

ABILITIES

Fully automated weapons: this model's weapons must target the nearest visible enemy unit that can fly. If no targets that can
fly are visible it must instead target the nearest non-flying enemy unit.

Automated artillery: if this model has twin heavy bolters, it will automatically shoot at the nearest enemy Infantry unit in the
shooting phase within range. If this model has a twin lascannon it will automatically shoot at the nearest enemy Non-
Infantry unit in the shooting phase within range. If there are none of the specified types in range the the closest unit of any
kind must be targeted, however in all cases this model may only shoot an enemy character if it is the closest model of any
type.

Immobile: this model cannot move for any reason, nor can it fight in the fight phase. Enemy models automatically hit this
model in the fight phase – do not make hit rolls however, this model can still shoot if there are enemy models within 1” of
it, and friendly units can still target enemy units that are within 1” of this model.

Faction Keyword Squat, Guild

Keywords Artillery, Infantry, Tarantula


7 97
Power Points
Heavy Support

Thuddgun
NAME M WS BS S T W A Ld Sv
Squat Crew 5" 3+ 4+ 3 4 1 2 10 4+
Thunderfire Cannon 3” 6+ 4+ 3 6 6 1 8 3+

The Squat Engineer is armed with a thuddgun and 2 laspistols.

WEAPON RANGE TYPE S AP D Abilities


Thuddgun 48” Heavy 4D6 5 0 1 ` This weapon can
target units that are not visible to the bearer.

Laspistol 12" Pistol 1 3 0 1 -

Lasgun 24" Rapid Fire 1 3 0 1 -

Wargear Options
 The tarantula may replace its heavy bolters with air defense missiles. Gains Fully Automated weapons and loses
automated artillery.
 The tarantula may replace its heavy bolters with twin lascannons.

ABILITIES

Artillery: a artillery piece can only fire its ranged weapon if a friendly Guild squat crew is within 3”. A single Squat Grew
model cannot operate multiple artillery pieces in this way a single turn. If all Squat crew within 6” of a artillery pece are
slain, it immediately shuts down and is removed from play.

Artillery Battery: artillery battery and its Squat crew must be deployed as single group within 3” of each other, and must
remain within this distance through the battle, but are otherwise treated as separate units. The Squat crew may only be
chosen as a target in the Shooting phase if they are the closest visible unit to the model that is shooting.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Faction Keyword Squat, Guild

Keywords Artillery, Infantry, Thuddgun


6 92
Power Points
Heavy Support

Thunderfire Cannon
NAME M WS BS S T W A Ld Sv
Squat Engineer 5" 3+ 4+ 3 6 4 1 7 4+
Thunderfirecannon 3” 6+ 3+ 3 5 3 1 8 3+

The Squat engineer is armed with a thunderfire cannon poweraxe, and a laspistols

WEAPON RANGE TYPE S AP D Abilities


Thunderfire cannon 60” Heavy 4D3 5 -1 1 This weapon can
target units that are not visible to the bearer.

Lasgun 24" Rapid Fire 1 3 0 1 -

Laspistol 12" Pistol 1 3 0 1 -

Wargear Options
 The crew may swap their laspistol for a lasgun.

ABILITIES
Artillery: a artillery piece can only fire its ranged weapon if a friendly Guild squat crew is within 3”. A single Squat Grew
model cannot operate multiple artillery pieces in this way a single turn. If all Squat crew within 6” of a artillery pece are
slain, it immediately shuts down and is removed from play.

Faction Keyword Squat, Guild

Keywords Artillery, Infantry, Thunderfire Cannon


6 92
Power Points
Heavy Support

Termite Assault Drill


NAME M WS BS S T W A Ld Sv
Termite Assault Drill 6" 3+ 4+ 5 7 7 D6 7 3+
Squat Veteran crew 5" 3+ 4+ 3 4 1 1 7 4+
Squat veteran sergeant 5" 3+ 4+ 3 4 1 2 8 4+

The Squat Assault Crew is armed with a Termite Assault Drill,shotguns and laspistols

WEAPON RANGE TYPE S AP D Abilities


Melta Cutter drill Melee Melee x2 -4 D3 When making
attacks against a vehicle, roll D6 for the damage instead of D3.

Shotgun 12" Assault 2 3 0 1 if target is within


half range, add 1 to this weapons strength.

Boltgun 24” Rapidfire 1 4 0 1 -

Laspistol 12" Pistol 1 3 0 1 -

Wargear Options
 The crew may swap their Shotguns for boltguns..

ABILITIES
Breaching tremor: When this model arrives on the battlefield by performing Subterranean Assault, enemy units within 6”
suffer a single mortal wound.
Fortification Breacher: when attack a building, change the Termite Assualt Drill Attacks to 2D6 and the damage of the melta
-cutter drill to D6.

Subterranean Assault: During deployment you can set this unit up underground instead of placing it on the battlefield. At the
end of any of your movement phases , this unit may drill up from the ground and into battle – set it up anywhere on the
battlefield that is more than 9” away from enemy models.

Whirling blades: The termite assault drill has a 4+ invulnerable save.

Separate orders The first time this unit is set up , the Termite Assault drill Squadron must be deployed as a single group with
each model within 2” of at least one other model form their unit. From that point on , the Termite Assault Drill operates
independently from the unit of veterans and both are treated as separate units for all rules purposes.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Transport
This model can transport 10 INFANTRY models. It cannot transport Exoarmor models.

Faction Keyword Squat, Guild

Keywords Infantry, Termite Assault Drill


3 20
Power Points
Fast Attack

Guild Heavy Support Trike


NAME M WS BS S T W A Ld Sv
Guild Trike 12" 3+ 4+ 3 4 4 2 9 4+

The Guild Heavy Support Trike is armed with a heavy bolter.

WEAPON RANGE TYPE S AP D Abilities


Heavy bolter 36" Heavy 3 5 -1 1 -

Heavy stubber 36" Heavy 3 4 0 1 -

Autocannon 48" Heavy 2 7 -1 2 -

Lascannon 48" Heavy 1 9 -3 D6 -

Multi-laser 36" Heavy 3 6 0 1 -

Multi-melta 24" Heavy 1 8 -4 D6 If the target is within half


range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Plasma cannon When attacking with this weapon, choose one of the profiles below.
Standard 36" Heavy D3 7 -3 1 -
Supercharge 36" Heavy D3 8 -3 2 On a hit roll of 1, the
bearer takes a mortal wound after all of this weapon’s shots have been resolved.

Missile launcher When attacking with this weapon, choose one of the profiles below.
Frag missile 48" Heavy D6 4 0 1 -
Krak missile 48" Heavy 1 8 -2 D6 -

Wargear Options
 The Guild Heavy Support Trike may replace its heavy bolter with autocannon, plasma cannon, heavy stubber,multi
laser, missle launcher, multi-melta, or lascannon.

ABILITIES Stubborn Squat


Turbo-boost: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling
a dice.
Outriders: During deployment, you can set up a unit of Wartrakks on the army’s flanks instead of placing it on the
battlefield. At the end of any of your Movement phases, the Wartrakks can race in to encircle the foe – set them up so that
each model is touching a battlefield edge and is more than 9" away from any enemy models

Faction Keyword Squat, Guild

Keywords Biker, Guild Heavy Support Trike


3 20
Power Points
fast attack

Guild Bike
NAME M WS BS S T W A Ld Sv
Guild Bike 12" 3+ 4+ 3 4 4 2 9 4+
Bike Leader 12” 3+ 4+ 3 4 4 3 10 4+

The entire bike squad is armed with a bolt pistol and chainsword.

WEAPON RANGE TYPE S AP D Abilities


Boltpistol 12” Pistol 1 4 0 1 -

Twin boltgun 24" Rapid Fire 2 4 0 1 -

Chainsword Melee Melee User 0 1 Each time the bearer


fights, it can make 1 additional attack with this weapon.

Wargear Options
 The Guild Bike may replace its boltpistol and chainsword with a twin boltgun.

ABILITIES Stubborn Squat


Turbo-boost: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling
a dice.

Outriders: During deployment, you can set up a unit of Guildbike on the army’s flanks instead of placing it on the
battlefield. At the end of any of your Movement phases, the Guildbike can race in to encircle the foe – set them up so that
each model is touching a battlefield edge and is more than 9" away from any enemy models

Faction Keyword Squat, Guild

Keywords Biker, Guildbikes


8 135
Power Points
Flyer

Iron Eagle Attack Gyrocopter


Wounds

NAME M WS BS S T W A Ld Sv
Iron Eagle Attack Gyrocopter * * 4+ 5 7 12 * 9 3+
7-12+ 5" 20-60” 3+ 3
4-6 5" 20-40” 4+ D3
1-3 20-25” 5+ 1

The Iron Eagle Gyrocopter is armed with a heavy flamer and multi-melta missiles.

WEAPON RANGE TYPE S AP D Abilities


Heavy Flamer 8" Heavy D6 5 -1 1 -

Multi-melta Missiles 18" Heavy 2 8 -4 D3 If the target is within half


range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Wargear Options

ABILITIES

Supersonic Each time this model moves, first pivot it on the spot up to 90 degrees(this does not contribute to how far the
model moves), and then the model straight forwards, Note that it Cannot pivot again after the initial pivot. When the model
advances, increase its move characteristic by 20” until the end phase- do not roll a dice.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Faction Keyword Squat, Guild

Keywords Flyer, Iron eagle attack gyrcopter


8 135
Power Points
Flyer

Steel Hawk Gyrocopter


Wounds

NAME M WS BS S T W A Ld Sv
Steel Hawk Gyrocopter * * 4+ 5 7 12 * 9 3+
7-12+ 5" 20-60” 3+ 3
4-6 5" 20-40” 4+ D3
1-3 20-25” 5+ 1

The Steel Hawk Gryocopter is armed with autocannon and hellstrike missiles.

WEAPON RANGE TYPE S AP D Abilities


Autocannon 48" Heavy 2 7 -1 2 -

Hellstrike Missiles 72" Heavy 1 8 -2 D6 roll two dice when


inflicting damage and discard the lowest result.

Wargear Options

ABILITIES

Supersonic Each time this model moves, first pivot it on the spot up to 90 degrees(this does not contribute to how far the
model moves), and then the model straight forwards, Note that it Cannot pivot again after the initial pivot. When the model
advances, increase its move characteristic by 20” until the end phase- do not roll a dice.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Faction Keyword Squat, Guild

Keywords Flyer, Steel Hawk Gyrcopter


8 135
Power Points
Flyer

Zutik Bombers
Wounds

NAME M WS BS S T W A Ld Sv
Steel Hawk Gyrocopter * * 4+ 5 7 12 * 9 3+
7-12+ 5" 15-40” 3+ 3
4-6 5" 15-30” 4+ D3
1-3 10-15” 5+ 1

The Steel Hawk Gryocopter is armed with autocannon and a Big Bomb.

WEAPON RANGE TYPE S AP D Abilities


Autocannon 48" Heavy 2 7 -1 2 -

Big Bomb ---------------- See Big Bomb Below ------------------

Wargear Options

ABILITIES

Supersonic Each time this model moves, first pivot it on the spot up to 90 degrees(this does not contribute to how far the
model moves), and then the model straight forwards, Note that it Cannot pivot again after the initial pivot. When the model
advances, increase its move characteristic by 20” until the end phase- do not roll a dice.

Big Bomb: A Zutik Bomber can drop one Big Bomb as it flies over enemy units in its movement phase. After the Zutik
Bomber has moved, pick one model in the unit, up to a maximum of 10 dice (roll three dice instead of efor each vehicle or
monster in the unit). For each roll of 4+, the unit being bombed Suffers a mortal wound.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Faction Keyword Squat, Guild

Keywords Flyer, Zutik Bombers


4 70
Power Points
Dedicated transport

Wounds Rhino
NAME M WS BS S T W A Ld Sv
Rhino * 6+ * 6 7 10 * 8 3+
DAMAGE Some of this model’s characteristics change as it suffers damage, as shown below: REMAINING
6-10+ 12" 3+ 3
3-5 6" 4+ D3
1-2 3" 5+ 1

A Rhino is a single model equipped with a storm bolter.

WEAPON RANGE TYPE S AP D Abilities


Hunter-killer missile 48" Heavy 1 8 -2 D6 This weapon can only be
fired once per battle.

Storm bolter 24" Rapid Fire 2 4 0 1 -

Wargear Options
 this model may take a hunter killer missile
 this model may take an additional storm bolter

Abilities

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

TRANSPORT
This model can transport 10 INFANTRY models. It cannot transport Exoarmor models.

Faction Keyword Squat, Guild

Keywords Vehicle, Transport, Rhino


9 100
Power Points
HQ

Wounds Rhino Primaris


NAME M WS BS S T W A Ld Sv
Rhino Primaris * 6+ * 6 7 10 * 8 3+
DAMAGE Some of this model’s characteristics change as it suffers damage, as shown below: REMAINING
6-10+ 12" 3+ 3
3-5 6" 4+ D3
1-2 3" 5+ 1

A Rhino Primaris is a single model equipped with a twin plasma gun and an orbital array

WEAPON RANGE TYPE S AP D Abilities


Hunter-killer missile 48" Heavy 1 8 -2 D6 This weapon can only be
fired once per battle.

Orbital array 72" Heavy D3 10 -4 D6 This weapon can only be


fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more
models, change this weapon’s Type to Heavy D6.

Twin plasma gun When attacking with this weapon, choose one of the profiles below. -
Standard 24" Rapid Fire 2 7 -3 1 -
Supercharge 24" Rapid Fire 2 8 -3 2 On a hit roll of 1,
the bearer takes a mortal wound after all of this weapon’s shots have been resolved.

Wargear Options
 This model may take a hunter killer missile

Abilities

Self-Repair: Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke
launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target
this vehicle.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Servo-skull Hub: In each of your Shooting phases, choose one of the following effects:

Targeting Data Skull: Add 1 to hit rolls made for a single friendly unit within 12" of this model until the end of the phase.
Repair Skull: Choose a single VEHICLE within 12" of this model. That model regains 1 lost wound.

Vox Skull: Subtract 1 from Morale tests taken for friendly units within 12" of this model until your next Shooting phase.

TRANSPORT
This model can transport 6 INFANTRY models. It cannot transport Exoarmor models.

Faction Keyword Squat, Guild

Keywords Vehicle, Transport, Rhino Primaris


12 65 per model
Power Points
Heavy Support

Kastelan Robots
NAME M WS BS S T W A Ld Sv
Kastelan Robots 8" 4+ 4+ 6 7 6 3 10 3+

This unit contains 2 Kastelan Robots. It can include up to 2 additional Kastelan Robots (Power Rating +12) or up to 4
additional Kastelan Robots (Power Rating +24). Each Kastelan Robot is armed with Kastelan fists and

WEAPON RANGE TYPE S AP D Abilities


Heavy phosphor blaster 36" Heavy 3 6 -2 1 Units attacked by
this weapon do not gain any bonus to their saving throws for being in cover.

Incendine combustor 12" Heavy D6 5 -1 1 This weapon


automatically hits its target.

Kastelan fists Melee Melee +4 -3 3 -

Wargear Options
 Any model may replace its incendine combustor with a heavy phosphor blaster.

 Any model may replace its Kastelan fists with two heavy phosphor blasters.

ABILITIES
Repulsor Grid: All models in this unit have a 5+ invulnerable save against shooting attacks. In addition, each time you roll a
6+ for a repulsor grid’s invulnerable saving throw, the unit that made that attack suffers a mortal wound.

Battle Protocols: When this unit is set up, the Aegis Protocol (see below) is in effect. You can attempt to change the unit’s
battle protocol at the start of each of your Movement phases if there is a friendly Squat Engineer within 6". To do so, roll a
D6; on a 2+ the attempt is successful and you can select any one of the three battle protocols to take effect from the start of
the next battle round. Otherwise, the attempt fails and the unit’s current protocol remains in effect.

Aegis Protocol: Whilst this battle protocol is in effect, you can add 1 to any armour and invulnerable saving throws you
make for models in the unit.

Conqueror Protocol: Whilst this battle protocol is in effect, this unit cannot shoot, but it can fight twice in each Fight phase
instead of only once.

Protector Protocol: Whilst this battle protocol is in effect, this unit cannot move or charge, but it can shoot twice in each of
your Shooting phases (and shoot twice when firing Overwatch).

Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it
explodes, and each unit within 3" suffers D3 mortal wounds.

Faction Keyword Squat, Guild

Keywords Vehicle, Kastelan Robots


16 250
Power Points
Heavy Support

Hellworm Engine
NAME M WS BS S T W A Ld Sv
Hellworm engine 12" 6+ 3+ 10 10 14 6 10 2+

The land train engine comes with 7 train cars and you can not have any duplicates until you have 1 of each engine.

WEAPON RANGE TYPE S AP D Abilities


Rad bomb 200" Heavy 3D6 6 -2 1 This weapon can
only be fired once per battle. This weapon can target units that not visible to the bearer. Each time you hit the target with
this weapon it suffers a mortal wound. After resolving all damage on the unit, roll a d6 for every other unit within 6” of the
target unit- on a 4+ that unit also suffers D3 mortal wounds. Models that take a wound get -1 to their S and T.

Hellworm Melta 18" Heavy 2 8 -4 2D2 If the target is


within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Wargear Options

ABILITIES
Void Shield: All models in this unit have a 5+ invulnerable save against shooting attacks. In addition, each time you roll a
6+ for a Void Shield’s invulnerable saving throw, the unit that made that attack suffers a mortal wound.

Train: You must target each engine independently if there is one it has 14 wounds otherwise divide by the amount of engines
and that is how many wounds it has. If it has one engine and it is destroyed the Hellworm engine can no longer move.

Barrage Battle Car: Has a Doomsday Cannon on it.

Bouy Battle Car: Allows units to deep strike within 6” of it and must be atleast 6” away from enemy models.

Cannon Battle Car: This car has 2 twin predator autocannons on it.

Carrier battle car: Allows it to transport 10 Guild Infantry models..

Fuel Battle car: adds +4” to their movement speed.

Fireshield Battle car: Gives +2 to the Hell worm engines invulnerable save.

Secondary Engine: Allows it to move if the pimary engine is destroyed.

Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it
explodes, and each unit within 3" suffers D3 mortal wounds.

Faction Keyword Squat, Guild

Keywords Vehicle, Hellworm Engine, Heavy Support

19 239
Power Points
Heavy Support

Wounds Hearthlord
NAME M WS BS S T W A Ld Sv
Hearthlord * 3+ * 3 6 4 * 10 4+
9-16+ 10” 3+ 6
5-8 5” 4+ d6
1-4 3” 5+ 1

The Heartlord is armed with a hunter-killer Missile and 2 twin Heavy Bolters.

WEAPON RANGE TYPE S AP D Abilities


Plasma Disintegrater When attacking with this weapon, choose one of the profiles below.
Standard 48" Heavy 1 8 -3 1 draw a line from
the weapon to the target anything within 1” of that line takes a mortal wound.

Supercharge 48" heavy 2 9 -3 2 On a hit roll of 1,


the bearer takes a mortal wound after all of this weapon’s shots have been resolved. draw a line from the weapon to the
target anything within 1” of that line takes a mortal wound.

Hunter-killer missile 48" Heavy 1 8 -2 D6 This weapon can only be


fired once per battle.

Twin Heavy Bolter 36" Heavy 6 5 -1 1 -

Wargear Options
 This model may take a hunter-killer missile.

ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke
launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target
this vehicle

TRANSPORT This model can transport 10 INFANTRY models. Each Exoarmor model takes the space of two other models.

Faction Keyword Squat, Guild

Keywords Vehicle, Transport, Hearthlord

19 239
Power Points
Heavy Support

Wounds Grudgekeeper SPA


NAME M WS BS S T W A Ld Sv
Grudgekeeper SPA * 3+ * 3 6 4 * 10 4+
9-16+ 10” 3+ 6
5-8 5” 4+ d6
1-4 3” 5+ 1

The Grudgekeeper SPA is armed with a hunter-killer Missile and hellion rockets

WEAPON RANGE TYPE S AP D Abilities


Hunter-killer missile 48" Heavy 1 8 -2 D6 This weapon can only be
fired once per battle.

Hellion Rockets 48" Heavy 2D3 7 -3 D3 -

Wargear Options
 This model may take a hunter-killer missile.

ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke
launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target
this vehicle

TRANSPORT This model can transport 10 INFANTRY models. Each Exoarmor model takes the space of two other models.

Faction Keyword Squat, Guild

Keywords Vehicle, Transport, Grudgekeeper SPA

19 239
Power Points
Heavy Support
Wounds Land Raider
NAME M WS BS S T W A Ld Sv
Land Raider * 3+ * 3 6 4 * 10 4+
9-16+ 10” 3+ 6
5-8 5” 4+ d6
1-4 3” 5+ 1

A Land Raider is a single model equipped with a twin heavy bolter and two twin lascannons.

WEAPON RANGE TYPE S AP D Abilities


Hunter-killer missile 48" Heavy 1 8 -2 D6 This weapon can only be
fired once per battle.

Storm bolter 24" Rapid Fire 2 4 0 1 -

Multi-melta 24" Heavy 1 8 -4 D6 If the target is


within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Twin heavy bolter 36" Heavy 6 5 -1 1 -

Twin lascannon 48" Heavy 2 9 -3 D6 -

Wargear Options
 This model may take a hunter-killer missile.

 This model may take a storm bolter.

 This model may take a multi melta.

ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke
launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target
this vehicle

TRANSPORT This model can transport 10 INFANTRY models. Each Exoarmor model takes the space of two other models.

Faction Keyword Squat, Guild

Keywords Vehicle, Transport, Land Raider

17 244
Power Points
Heavy Support
Wounds Land Raider Crusader
NAME M WS BS S T W A Ld Sv
Land Raider Crusader * 3+ * 3 6 4 * 10 4+
9-16+ 10” 3+ 6
5-8 5” 4+ d6
1-4 3” 5+ 1

A Land Raider Crusader is a single model equipped with a twin assault cannon and two hurricane bolters .

WEAPON RANGE TYPE S AP D Abilities


Hunter-killer missile 48" Heavy 1 8 -2 D6 This weapon can only be
fired once per battle.

Hurricane bolter 24" Rapid Fire 6 4 0 1 -

Multi-melta 24" Heavy 1 8 -4 D6 If the target is


within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Storm bolter 24" Rapid Fire 2 4 0 1 -


Twin assault cannon 24" Heavy 12 6 -1 1 -

Wargear Options
 This model may take a hunter-killer missile.

 This model may take a storm bolter.

 This model may take a multi melta.

ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke
launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target
this vehicle

Frag Assault Launchers: Roll a D6 each time this model finishes a charge move within 1" of an enemy unit; on a 4+ that
unit suffers D3 mortal wounds

TRANSPORT This model can transport 16 INFANTRY models. Each Exoarmor model takes the space of two other models.

Faction Keyword Squat, Guild

Keywords Vehicle, Transport, Land Raider Crusader

18 244
Power Points
Heavy Support
Wounds Land Raider Redeemer
NAME M WS BS S T W A Ld Sv
Land Raider Redeemer * 3+ * 3 6 4 * 10 4+
9-16+ 10” 3+ 6
5-8 5” 4+ d6
1-4 3” 5+ 1

A Land Raider Redeemer is a single model equipped with a twin assault cannon and two flamestorm cannons.

WEAPON RANGE TYPE S AP D Abilities


Hunter-killer missile 48" Heavy 1 8 -2 D6 This weapon can only be
fired once per battle.
Flamestorm cannon 8" Heavy D6 6 -2 2 This weapon
automatically hits its target
Hurricane bolter 24" Rapid Fire 6 4 0 1 -
Multi-melta 24" Heavy 1 8 -4 D6 If the target is
within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Storm bolter 24" Rapid Fire 2 4 0 1 -


Twin assault cannon 24" Heavy 12 6 -1 1 -

Wargear Options
 This model may take a hunter-killer missile.

 This model may take a storm bolter.

 This model may take a multi melta.

ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke
launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target
this vehicle

Frag Assault Launchers: Roll a D6 each time this model finishes a charge move within 1" of an enemy unit; on a 4+ that
unit suffers D3 mortal wounds

TRANSPORT This model can transport 12 INFANTRY models. Each Exoarmor model takes the space of two other models.

Faction Keyword Squat, Guild

Keywords Vehicle, Transport, Land Raider Redeemer

24 300
Power Points
HQ
Wounds Land Raider Excelsior
NAME M WS BS S T W A Ld Sv
Land Raider Excelsior * 3+ * 3 6 4 * 10 4+
9-16+ 10” 3+ 6
5-8 5” 4+ d6
1-4 3” 5+ 1

This unit contains one Land Raider Excelsior. It is equipped with two twin lascannons and a grav- cannon and grav-amp

WEAPON RANGE TYPE S AP D Abilities


Combi-plasma When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1
from all hit rolls for this weapon.
Boltgun 24" Rapid Fire 1 4 0 1 -

Plasma gun 24" Rapid Fire 1 7 -3 1 This weapon can


be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn.
On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.

Grav-cannon and grav-amp 24" Heavy 4 5 -3 1 If the target has a


Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.

Hunter-killer missile 48" Heavy 1 8 -2 D6 A model can only


fire each of its hunter-killer missiles once per battle.

Storm bolter 24" Rapid Fire 2 4 0 1 -

Twin lascannon 48" Heavy 2 9 -3 D6 -

Wargear Options
 This model may take a hunter-killer missile.

 This model may take a combi-plasma

 This model may take a storm bolter.

 This model may take a multi melta.

ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke
launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target
this vehicle

Rites of Battle: You can re-roll hit rolls of 1 made for friendly Squat units within 6" of this model.

Aquila Aegis Field: This model has a 5+ invulnerable save.

Data Augurs: While this model is within 24" of any friendly Squat Rhinos Primaris, add 1 to its hit rolls for shooting attacks

TRANSPORT This model can transport 10 INFANTRY models. Each Exoarmor model takes the space of two other models.
Faction Keyword Squat, Guild

Keywords Character,Vehicle, Land Raider, Transport, Land Raider Excelsior

16 180
Power Points
Lord of War

Overlord Armored Airship


Wounds

NAME M WS BS S T W A Ld Sv
Iron Eagle Attack Gyrocopter * * 4+ 5 7 12 * 9 3+
7-12+ 5" 16” 3+ 6
4-6 5" 12” 4+ D6
1-3 6” 5+ 1

The Overlord Armored Airship is armed with a Twin predator autocanon and 2 multi-meltas.

WEAPON RANGE TYPE S AP D Abilities


Twin predator Autocannon 48" Heavy 4d3 7 -1 3 -

Multi-melta 24" Heavy 2 8 -4 D6 If the target is within half


range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Wargear Options
 The overlord armored airship may take a Ancient power shield giving it a 4+ invulnerable save (power rating +4)

ABILITIES

Inspiring Presence: Friendly guild infantry models within 9” get +1 to hit rolls.

Shock and Awe: Friendly guild artillery models get +1 to BS and can reroll failed to hit and wound rolls of 1 and 2.

Airship: if this model takes a wound on a 4+ it ignores the wound.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Transport
This model can transport 20 INFANTRY models. Each Exoarmor model takes the space of two other models. This can
transport Kastelan Robots each model takes 3 slots.

Faction Keyword Squat, Guild

Keywords Flyer, Overlord Armored Airship, Lord of War

14 145
Power Points
Lord of war
Wounds Hellbore Assault Drill
NAME M WS BS S T W A Ld Sv
Hellbore Assault Drill 6" * * 5 7 12 * 7 3+
8-12+ 4+ 3+ 4
4-7 5+ 4+ 3
1-3 6+ 5+ D3

The Hellbore Assault drill is armed with a melta cutter and a storm boler.

WEAPON RANGE TYPE S AP D Abilities


Melta Cutter 8” pistol 1 8 -4 D6 If target is within
half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Storm Bolter 24” Rapidfire 2 4 0 1 -

Wargear Options

ABILITIES
Breaching tremor: When this model arrives on the battlefield by performing Subterranean Assault, enemy units within 12”
suffer a D3 mortal wounds.

Subterranean Assault: During deployment you can set this unit up underground instead of placing it on the battlefield. At the
end of any of your movement phases , this unit may drill up from the ground and into battle – set it up anywhere on the
battlefield that is more than 9” away from enemy models.

Whirling blades: The termite assault drill has a 4+ invulnerable save.

Separate orders The first time this unit is set up , the Termite Assault drill Squadron must be deployed as a single group with
each model within 2” of at least one other model form their unit. From that point on , the Hellbore Assault Drill operates
independently from the unit of veterans and both are treated as separate units for all rules purposes.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Transport
This model can transport 20 INFANTRY models. It can transport Exoarmor models. They count as 2 slots.

Faction Keyword Squat, Guild

Keywords Vehicle, Hellbore Assault Drill, Lord of war, Transport

20 300
Power Points
Lord of War
Land Train Engine
NAME M WS BS S T W A Ld Sv
Land Train engine 8" 6+ 3+ 10 10 20 6 10 2+

The land train engine comes with 7 train cars and you can not have any duplicates until you have 1 of each engine.

WEAPON RANGE TYPE S AP D Abilities


Rad bomb 200" Heavy 3D6 6 -2 1 This weapon can
only be fired once per battle. This weapon can target units that not visible to the bearer. Each time you hit the target with
this weapon it suffers a mortal wound. After resolving all damage on the unit, roll a d6 for every other unit within 6” of the
target unit- on a 4+ that unit also suffers D3 mortal wounds. Models that take a wound get -1 to their S and T.

Dragons breath Flamer 12" Heavy D6 7 -2 2 This weapon


automatically hits its target.

Wargear Options

ABILITIES
Void Shield: All models in this unit have a 5+ invulnerable save against shooting attacks. In addition, each time you roll a
6+ for a Void Shield’s invulnerable saving throw, the unit that made that attack suffers a mortal wound.

Train: You must target each engine independently if there is one it has 14 wounds otherwise divide by the amount of engines
and that is how many wounds it has. If it has one engine and it is destroyed the Land Train Engine can no longer move.

Berserker Battle Car: you can deploy a free squad of berserkers from the land train. This does not count towards your points
total for your army list.

Bomb Battle Car: This car carries a single, one shot, high yield Rad bomb that can only be used once per battle.

Dragon Battle Car: This car carriers a dragons breath Flamer.

Mortar battle car: Carriers a mole mortar.

Fireshield Battle car: +2 to this model invulnerable save.

Iron eagle Battle car: carries a free Iron Eagle Gyrocopter, this does not count towards your points total for your army list.

Skyhammer Battle Car: carries a thunderfire cannon and that cant re-roll failed to hit rolls against flyers.

Secondary Engine: Allows it to move if the pimary engine is destroyed.

Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it
explodes, and each unit within 3" suffers D3 mortal wounds.

Faction Keyword Squat, Guild

Keywords Vehicle, Land train Assault engine, Lord of war

20 500
Power Points
Lord of War
Leviathan
NAME M WS BS S T W A Ld Sv
Leviathan 8" 6+ 3+ 10 10 20 4 10 2+

The Levaithan is armed with a doomsday cannon, a battle cannon and 6 lascannons

WEAPON RANGE TYPE S AP D Abilities


Doomsday cannon 60" Heavy D6 10 -5 D6 Units attacked by
this weapon do not gain any bonus to their saving throws for being in cover. In addition , if the target is within half range of
this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Battle Cannon 72” Heavy D6 8 -2 D3 -

Lascannon 48" Heavy 1 9 -3 D6 -

Crushing Treads melee Melee user -2 2D3 Discard the


lowest result for inflicting damage.

Wargear Options

ABILITIES

Steel Behemoth: this model does not suffer the penalty to hit rolls for moving and firing heavy weapons. This model can
Fall Back in the movement phase and still shoot and/or charge during its turn. It can also still fire its weapons if enemy units
are within 1” of it(but only its lascannon, heavy bolter or flamthrower can target units that are within 1” of it - its other guns
must target other units.) In addition this model only gains a bonus to its save in cover if atleast half of the model is obscured
from the firer.

Moving Fortress: instead of exploding when this model loses all its wounds, It becomes ruins instead.

Transport

This model can transport 40 INFANTRY models. Each Exoarmor model takes the space of two other

Faction Keyword Squat, Guild

Keywords Vehicle, Leviathan, Lord of war

24 500
Power Points
Lord of War
Goliath Mega-Cannon
NAME M WS BS S T W A Ld Sv
Goliath Mega-Cannon 0" - 3+ 8 8 12 - 10 2+

The Levaithan is armed with a doomsday cannon, thunderer, two battle cannons and 4 plasma missiles.

WEAPON RANGE TYPE S AP D Abilities


Goliath Mega-cannon 72" Heavy D6 10 -5 D6 Units attacked by
this weapon do not gain any bonus to their saving throws for being in cover. In addition , if the target is within half range of
this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Wargear Options

ABILITIES
Steel Behemoth: this model does not suffer the penalty to hit rolls for moving and firing heavy weapons. This model can
Fall Back in the movement phase and still shoot and/or charge during its turn. It can also still fire its weapons if enemy units
are within 1” of it(but only its lascannon, heavy bolter or flamthrower can target units that are within 1” of it - its other guns
must target other units.) In addition this model only gains a bonus to its save in cover if atleast half of the model is obscured
from the firer.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked
models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Faction Keyword Squat, Guild

Keywords Vehicle, Goliath Mega-Cannon, Lord of war

24 500
Power Points
Lord of War
Colossus
NAME M WS BS S T W A Ld Sv
Colossus 8" 6+ 3+ 10 10 20 4 10 2+

The Levaithan is armed with a doomsday cannon, thunderer, two battle cannons and 4 plasma missiles.

WEAPON RANGE TYPE S AP D Abilities


Doomsday cannon 60" Heavy D6 10 -5 D6 Units attacked by
this weapon do not gain any bonus to their saving throws for being in cover. In addition , if the target is within half range of
this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Battle Cannon 72” Heavy D6 8 -2 D3 -

Plasma missiles When attacking with this weapon, choose one of the profiles below
36" Heavy D3 7 -3 1 -

36" Heavy 2D3 8 -3 2 on a hit roll of 1


the bearer suffers a mortal wound after all shots have been resolved.

Thunderer 36” Heavy D6 10 -4 D6 Roll two dice for


the number of attack when firing this weapon and discard the lowest result. Units attacked by this weapon do not gain any
bonus to their saving throws for being in cover. Re-roll damage rolls of 1 for this weapon.

Crushing Treads melee Melee user -2 2D3 Discard the


lowest result for inflicting damage.

Wargear Options

ABILITIES

Gyrocopter spotter: You can use line of sight from a gyrocopter instead of this model, and may ignore the cost of 1
gyrocropter if you take this model in a battleforged army.

Steel Behemoth: this model does not suffer the penalty to hit rolls for moving and firing heavy weapons. This model can
Fall Back in the movement phase and still shoot and/or charge during its turn. It can also still fire its weapons if enemy units
are within 1” of it(but only its lascannon, heavy bolter or flamthrower can target units that are within 1” of it - its other guns
must target other units.) In addition this model only gains a bonus to its save in cover if atleast half of the model is obscured
from the firer.

Moving Fortress: instead of exploding when this model loses all its wounds, It becomes ruins instead.

Transport

Faction Keyword Squat, Guild

Keywords Vehicle, Colossus, Lord of war

25 500
Power Points
Lord of War
Behemoth
NAME M WS BS S T W A Ld Sv
Behemoth 8" 6+ 3+ 10 10 20 4 10 2+

The Behemoth is armed with a 'Last Word' Railgun and 4 heavy bolters.

WEAPON RANGE TYPE S AP D Abilities


'Last Word' Railgun 72" Heavy 2D3 10 -5 D6 A unit wounded
by this weapon gets -1 to its invulnerable save.

Heavy bolter 36" Heavy 3 5 -1 1 -

Crushing Treads melee Melee user -2 2D3 Discard the


lowest result for inflicting damage.

Wargear Options

ABILITIES
Steel Behemoth: this model does not suffer the penalty to hit rolls for moving and firing heavy weapons. This model can
Fall Back in the movement phase and still shoot and/or charge during its turn. It can also still fire its weapons if enemy units
are within 1” of it(but only its lascannon, heavy bolter or flamthrower can target units that are within 1” of it - its other guns
must target other units.) In addition this model only gains a bonus to its save in cover if atleast half of the model is obscured
from the firer.

Moving Fortress: instead of exploding when this model loses all its wounds, It becomes ruins instead.

Transport

Faction Keyword Squat, Guild

Keywords Vehicle, Behemoth Lord of war

25 500
Power Points
Lord of War
Cyclops
NAME M WS BS S T W A Ld Sv
Cyclops 8" 6+ 3+ 10 10 20 4 10 2+

The Behemoth is armed with a 'Last Word' Railgun and 4 heavy bolters.

WEAPON RANGE TYPE S AP D Abilities


'Hellfury cannon 48" Heavy 2D3 10 -4 2D3 -

Melta-Cannons 24” Heavy D3 8 -4 D6 If the target is


within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Battle Cannon 72” Heavy D6 8 -2 D3 -

Doomstorm Missiles 36" Heavy 2D3 8 -3 2

Crushing Treads melee Melee user -2 2D3 Discard the


lowest result for inflicting damage.

Wargear Options

ABILITIES
Steel Behemoth: this model does not suffer the penalty to hit rolls for moving and firing heavy weapons. This model can
Fall Back in the movement phase and still shoot and/or charge during its turn. It can also still fire its weapons if enemy units
are within 1” of it(but only its lascannon, heavy bolter or flamthrower can target units that are within 1” of it - its other guns
must target other units.) In addition this model only gains a bonus to its save in cover if atleast half of the model is obscured
from the firer.

Moving Fortress: instead of exploding when this model loses all its wounds, It becomes ruins instead.

Transport

Faction Keyword Squat, Guild

Keywords Vehicle, Cyclops Lord of war

Objectives
11. Pride in the Guild, Score 1 victory point if an enemy character was slain
as a result of an attack made by one of your <GUILD> Characters during this
turn.

12. Pop its top, Score 1 victory point if a GuilDVEHICLE uni from your
army destroyed an enemy unit during this turn. If a GUILDVEHICLE Heavy
support vehicle destroyed an enemy unit this turn, score D3 victory points
instead.

13. Survivor of the dark age strategy, if you used 3 strategems this game gain
d3 victory points. If you used 6, gain D3 and roll a dice on a 6+ gain half
your cp spent this game back.

14. The objective is ours, score d3 victory points if you control 3-5 markers
with Infantry units. If you control all 6 objectives markers with Infantry units,
score D3+3 victory points instead.

15. Hammer the area, Score 1 victory point if you destroyed an enemy unit
that as controlling an objective marker at the endo f the turn.

16. Make use of the artillery, Score 1 victory point if an enemy unit that was
wholly within their deployment zone at the start of the turn was destroyed by
a unit wholly within your deployment zone during this turn.

Strategems
Utilize the mines
1cp/3cp

If you used 1 cp you may select 2 infantry squads and place them in
deepstrike, using the deepstrike rules. If you used 3cp you may select 3
infantry. Units slected most be 20 power rating or below.

Smoke the line


2cp

Your Guild Infantry gain +2 to their cover save until the start of your next
turn.

Tell the barrels glow


3cp

Your Infantry units weapons with rapid fire double for the shooting phase
until the end of your next turn.

Form up
1cp

You may merge 2 Guild Infantry squads provided they are oth below half
strength.

Hurry and fix it


1cp

use this stratagem at the beginning of your turn. Select a guildvehicle from
your army, it cannot move, charge, or pile in this turn, but immediately heals
1 wound.
Treasure Heirlooms
1cp/3cp
use this stratagem before battle your army can have one extra relic for one cp,
two extra for 3cp.
Danger close
3cp

Use this stratagem when a character is slain and is the last model removed
from combat. Before removing the model roll a d6 for each unit within 3” of
it. On a 4+ that unit suffers D3 mortal wounds.

Crush them under the treads


1cp

use this stratagem at the start of the charge phase. Select a GUILDVEHICLE
unit from your army. This unit can charge even if it advanced this turn. Int he
following fight phase, attacks made by this unit hit on a 2+.

Long range support


3cp

use this stratagem after both side have deployed, but before the first battle
round begins. Roll a dice for each enemy unit on the battlefield on a 6, that
unit suffers d3 mortal wounds, Excess damage from this stratagem is not lost;
instead, keep allocating damage to another model in the target unit until
either all the damage has been allocated or the target unit is destroyed. You
can only use this stratagem once per battle.
The timed shot
1cp
use this stratagem when a charge is declared against one of your
GUILDVEHICLE units. When that unit fires overwatch this phase, they
successfully hit on a roll of 5 or 6, instead of only 6.
Solve the grudge
1 cp
use this stratagem when one of your GUILD Infantry units to shoot or fire
overwatch. Re roll failed to hit and wound rolls for models this unit that
target Ork or Eldar units until the end of the phase.

Treasured Heirlooms
The mask of the ancients
infantry model only. The bearer of this item has a 4+ invulnerable save. In
addition at the start of anyof your turns, the bearer may immediately heal d3
Wounds.

Ancestors banner

Character only. Each time your opponent uses a Stratagem roll a d6. On a 5+
you gain 1 command point.

The Warlord's Personal Vendetta


Guildmaster only with a boltpistol only. The Warlord's Personal Vendetta
replaces the models bolt pistol.

The Warlord's Range Type S AP D


Personal vendetta 12” pistol 3 4 -1 2
This weapon can target a character even if it is not the closest enemy unit,
unless the bearer is within 1” of an enemy unit.
Double tap
Model with boltgun only. Double Tap replaces this models boltgun.

Double Tap Range Type S AP D


24” rapidfire2 4 -1 2

Strongholds Leaders Personal Power Axe


Model with a power axe only
Strongholds Leaders (shooting) Range Type S AP D
Personal Power Axe 24” Rapidfire3 4 -1 2 2

Strongholds Leaders (Melee) Range Type S AP D


Personal Power Axe melee melee +1 -3 d3
Overwatch attacks made with this weapon successfully hit on rolls of 4+
rather then 6.

Veneratus Ancestoris
Mental Fortress
Warpcharge 6
The caster may cast this on himself +2 to deny the witch tests until the end of
your next turn.

Domination
Warpcharge 7
Target enemy model with 18” in sight of the librarian takes 2D3 mortal
wounds, if its a psyker 1 D3 mortal wounds instead.

hammer of fury
warpcharge 7
Target self or friendly guild infantry models wihin 9” their melee weapon
profile S stat becomes x2 and AP becomes -3 and gain +2 A until the next
turn.

Force Dome
Warpcharge 8
Targets self, all friendly Guild Models within 12” have a 5+ invulnerable
save.

Chink in the armor


warpcharge 7
Target enemy model or squad within 16” armor save gets -1 does not stack
with the same psyker power.

Tremor
warp charge 10
Target enemy model or squad within 12” of takes 2D6 mortal wounds discard
the lowest result.

Weapons of the Squats


WEAPON RANGE TYPE S AP D Abilities
Heavy bolter 36" Heavy 3 5 -1 1 -

Heavy stubber 36" Heavy 3 4 0 1 -

Autocannon 48" Heavy 2 7 -1 2 -

Lascannon 48" Heavy 1 9 -3 D6 -

Multi-laser 36" Heavy 3 6 0 1 -

Multi-melta 24" Heavy 1 8 -4 D6 If the target is within half


range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Plasma cannon When attacking with this weapon, choose one of the profiles below.
Standard 36" Heavy D3 7 -3 1 -
Supercharge 36" Heavy D3 8 -3 2 On a hit roll of 1, the
bearer takes a mortal wound after all of this weapon’s shots have been resolved.

Missile launcher When attacking with this weapon, choose one of the profiles below.
Frag missile 48" Heavy D6 4 0 1 -

Krak missile 48" Heavy 1 8 -2 D6 -

'Hellfury cannon 48" Heavy 2D3 10 -4 2D3 -

Melta-Cannons 24” Heavy D3 8 -4 D6 If the target is


within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Battle Cannon 72” Heavy D6 8 -2 D3 -

Doomstorm Missiles 36" Heavy 2D3 8 -3 2

Crushing Treads melee Melee user -2 2D3 Discard the


lowest result for inflicting damage.

'Last Word' Railgun 72" Heavy 2D3 10 -5 D6 A unit wounded


by this weapon gets -1 to its invulnerable save.

Plasma missiles When attacking with this weapon, choose one of the profiles below
36" Heavy D3 7 -3 1 -

36" Heavy 2D3 8 -3 2 on a hit roll of 1


the bearer suffers a mortal wound after all shots have been resolved.

Thunderer 36” Heavy D6 10 -4 D6 Roll two dice for


the number of attack when firing this weapon and discard the lowest result. Units attacked by this weapon do not gain any
bonus to their saving throws for being in cover. Re-roll damage rolls of 1 for this weapon.

Goliath Mega-cannon 72" Heavy D6 10 -5 D6 Units attacked by


this weapon do not gain any bonus to their saving throws for being in cover. In addition , if the target is within half range of
this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Melta Cutter 8” pistol 1 8 -4 D6 If target is within
half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Storm Bolter 24” Rapidfire 2 4 0 1 -

Rad bomb 200" Heavy 3D6 6 -2 1 This weapon can


only be fired once per battle. This weapon can target units that not visible to the bearer. Each time you hit the target with
this weapon it suffers a mortal wound. After resolving all damage on the unit, roll a d6 for every other unit within 6” of the
target unit- on a 4+ that unit also suffers D3 mortal wounds. Models that take a wound get -1 to their S and T.

Dragons breath Flamer 12" Heavy D6 7 -2 2 This weapon


automatically hits its target.

Twin predator Autocannon 48" Heavy 4d3 7 -1 3 -

Multi-melta 24" Heavy 2 8 -4 D6 If the target is within half


range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Combi-plasma When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1
from all hit rolls for this weapon.
Boltgun 24" Rapid Fire 1 4 0 1 -

Plasma gun 24" Rapid Fire 1 7 -3 1 This weapon can


be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn.
On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.

Grav-cannon and grav-amp 24" Heavy 4 5 -3 1 If the target has a


Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.

Hunter-killer missile 48" Heavy 1 8 -2 D6 A model can only


fire each of its hunter-killer missiles once per battle.

Twin lascannon 48" Heavy 2 9 -3 D6 -

Hurricane bolter 24" Rapid Fire 6 4 0 1 -

Plasma Disintegrater When attacking with this weapon, choose one of the profiles below.
Standard 48" Heavy 1 8 -3 1 draw a line from
the weapon to the target anything within 1” of that line takes a mortal wound.

Supercharge 48" heavy 2 9 -3 2 On a hit roll of 1,


the bearer takes a mortal wound after all of this weapon’s shots have been resolved. draw a line from the weapon to the
target anything within 1” of that line takes a mortal wound.

Twin Heavy Bolter 36" Heavy 6 5 -1 1 -

Orbital array 72" Heavy D3 10 -4 D6 This weapon can only be


fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more
models, change this weapon’s Type to Heavy D6.

Laser Destroyer 36” Heavy 1 12 -4 D6 -

Lasgun 24" Rapid Fire 1 3 0 1 -

Laspistol 12" Pistol 1 3 0 1 -

Melta Cutter drill Melee Melee x2 -4 D3 When making


attacks against a vehicle, roll D6 for the damage instead of D3.
Shotgun 12" Assault 2 3 0 1 if target is within
half range, add 1 to this weapons strength.

Heavy phosphor blaster 36" Heavy 3 6 -2 1 Units attacked by this


weapon do not gain any bonus to their saving throws for being in cover.

Incendine combustor 12" Heavy D6 5 -1 1 This weapon automatically


hits its target.

Kastelan fists Melee Melee +4 -3 3 -

Thuddgun 48” Heavy 4D6 5 0 1 ` This weapon can


target units that are not visible to the bearer.

Hellstrike Missiles 72" Heavy 1 8 -2 D6 roll two dice when


inflicting damage and discard the lowest result.

Twin boltgun 24" Rapid Fire 2 4 0 1 -

Heavy Flamer 8" Heavy D6 5 -1 1 -

Multi-melta Missiles 18" Heavy 2 8 -4 D3 If the target is within half


range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

Knife melee melee user 0 1 -

Frag Grenade 6" GrenadeD6 3 0 1 -

Krak Grenade 6" Grenade 1 6 -1 D3 -

Melta Bombs 4” grenade 1 8 -4 d6 You can re-roll


failed wound rolls for this weapon if the target is a VEHICLE.

Thunderfire cannon 60” Heavy 4D3 5 -1 1 This weapon can


target units that are not visible to the bearer.

Air defense missiles 48” Heavy D3 8 --2 D3- Add 1 to all hit
rolls for this weapon against targets that can FLY. Subtract 1 from the hit rolls made against all other targets.

Mole Mortar 36” heavy d6 5 -1 1 This weapon


doesn't require line of sight to its target. If the weapon inflicts an unsaved wounds on an enemy unit, that unit cannot
Advance in its movement phase unless it can fly.

Power axe Melee Melee +1 -2 1 -

Axe of Oath Melee Melee +2 -1 2 -

Great Axe Melee Melee x2 -3 2 -

Dual Runic Axes Melee Melee +3 -3 2D3 this weapon always


wounds Heavy support and Lords of war of war on a 3+.
Runic axe Melee Melee x2 -2 D3 -
Hellworm Melta 18" Heavy 2 8 -4 2D2 If the target is
within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.

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