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40K - Squats

Squats

 

SQUAT SPECIAL CHARACTERS


Special Characters: The following characters are legendary characters from Squat history and culture. They are unique and rarely encountered, and they volunteer their specialized services only in the most dire of situations. To represent this, Special Characters are only allowed in the scenario with your opponent’s permission. Other restrictions for some of the characters may apply as well.


Thurgrim Ironheart, the Warlord of Thunder Hold
Type Cost WS BS S T W I A Ld Sv
Thurgrim Ironheart 145 5 5 4 4 3 4 3 11 2+

Weapons: Plasma pistol and Lightning Maul

Special Rules
Character: Unless accompanied by a Hearthguard unit, Thurgrim is an independent character and follows all of the rules for characters in the Warhammer 40,000 rules. Thurgrim counts as a HQ choice, and may only be taken in armies that are 1,500 points or more. Thurgrim is equipped with Exo-armor.

Cunning Strategist: Thurgrim is one of the most experienced campaigners in all the Squat Home-worlds. Very few Warlords reach his level of skill or experience, aand Thurgrim is often able to swing the tide of battle quickly with well placed relief forces and reinforcements. The presence of Thurgrim in your army allows you to add +1 to your reserve rolls.

Hearthguard: Thurgrim may be accompanied by a contingent of Hearthguard. See the Hearthguard entry for details. Note that both Thurgrim and the Hearthguard count as one HQ choice.

To the bitter end: Even with all his experience, Thurgrim has never given up in battle. Even in the most costly of situations. He will continue to fall back and fight, even if it means a horrible death. Any squad that Thurgrim is part of automatically regroups (as per Space Marines’ "And They Shall Know no Fear") as they fall back. Not even reducing the squad below 50% will stop them from standing their ground. If the enemy does manage to catch them it is treated as a fresh assault, where the enemy receives +1 attacks in close combat. If the opponent does not advance Thurgrim’s squad may move, shoot, and assault as normal in his next turn.


Durkin Thanguard, Captain of the Guard
Type Cost WS BS S T W I A Ld Sv
Durkin Thanguard 55 4 4 4 4 2 4 2 10 4+

Weapons: Power Axe and Bolt pistol

Options: Durkin may be given equipment from the Squat Armory as normal.

Special Rules
Character: Durkin is always in command of a Hearthguard squad, and is not considered to be an independent character. He and his Hearthguard squad count as one Elite choice.

Ambush: Durkin is an experienced tunnel fighter, and understands the value of being able to ambush his enemy at the best opportunity. To represent this, if the scenario allows for Deep Striking troops, then Durkin (and the Hearthguard squad he commands) may deploy by deep strike.


Orrin Greybeard, the Eldest Father
Type Cost WS BS S T W I A Ld Sv
Orrin Greybeard 125 5 4 4 5 3 4 3 10 4+

Weapons: Master crafted Squat Auto-pistol and Stoneheart (see below for rules)

Special Rules
Character: Orrin is an independent character and follows all of the rules for characters in the Warhammer 40,000 rules. If Orrin is in your army, he replaces the normal Ancestor Lord entry.

Hearthguard: Orrin may be accompanied by a contingent of Hearthguard. Note that both Orrin and the Hearthguard count as one HQ choice.

Psychic Powers: Orrin has the normal psychic powers of Hammer of Fury and Slayer. He also has access to the power Mental Fortress. This power allows Orrin to grant any single unit a 5+ cover save until the next Squat turn.

Stoneheart: Orrin possesses a fantastic weapon called Stoneheart. Forged from the still living rock of a massive mountain on the bleakest of worlds, Stoneheart is a great axe capable of cutting plasteel into tiny slivers. Treat Stoneheart as a Rune Axe (double strength, ignore armor saves, strikes last), except that not even invulnerable saves will stand against the great axe.


Festus, Master of the Forge
Type Cost WS BS S T W I A Ld Sv
Festus 90 4 4 3 4 2 4 2 10 4+

Weapons: Arc-gun (see below for rules) and Power Axe

Special Rules
Character:
Festus is an independent character and follows all of the rules for characters in the Warhammer 40,000 rules. If Festus is in your army, he replaces the normal Guildmaster entry. Festus does not have to be part of a squad, but may be if you wish.

Squad Leader: Festus may replace the leader of any squad. If this happens, then the squad will become Festus’s bodyguard and both the squad and Festus will count as a HQ choice.

Arc-gun: The Arc-gun is a strange and horrifying weapon. Using magnetic technology, the Arc-gun stores an electrical charge that may be fired upon an enemy unit. The results are often devastating, as flesh is fried and electrical systems are melted into goo. Against living targets, the Arc-gun will wound on a 4+. For each target wounded, you may attempt to hit another unit in the squad, up to a total of 3 models. Vehicles hit by the Arc-gun must immediately suffer a glancing hit.
Weapon Range Strength AP Type
Arc-gun 24" X 3 Assault 1*

Weapon Specialist: The presence of Festus allows the squad to re-roll one die in the shooting phase.

Master Craftsman: Festus is the most ingenius of the Squat Guildmasters. He’s responsible for some of the most interesting inventions, which include the Phoenix Bolts and Artificer Helm. Because of Festus’s skill with mechanical items, he may attempt to repair damaged vehicles. If he is in base-to-base contact with a damaged vehicle (either Immobilized or Weapon destroyed), he may attempt to repair it on a roll of 5+ on a D6. If he does this, he may perform no other action that turn.


The Keeper of the Remembrance
Type Cost WS BS S T W I A Ld Sv
Keeper of the Remembrance 40 4 3 3 4 2 3 2 10 5+

Weapons: Squat Auto-pistol

Options: The Keeper of Remembrance may be given equipment from the Squat Armory as normal.

Special Rules
Character: The Keeper of the Remembrance is not an independent character, and must be part of a squad. He replaces the normal squad leader. The Keeper may only be fielded in battles that are larger than 1,000 points.

Standard Bearer: The Keeper of the Remembrance is unique to a Squat stronghold, he is one of the only Squats to bear his hold's Banner of the Remembrance. This banner is different to every hold, in that it contains the names of each and every Squat from that hold who has ever fallen in battle and not been avenged. The presence of this banner instills a fighting rage in every Squat in the squad. The Squad will go first in every assault phase, regardless of the opponent’s initiative or the Squat wargear. The squad gains an extra D6" movement for pursuing as well. You may not take any additional banners in this squad.


Gullrum Grimm, the Forgotten Slayer
Type Cost WS BS S T W I A Ld Sv
Gullrum Grimm 75 5 0 4 4 3 4 3 10 6+

Weapons: Heart-ripper and Soul-crusher (see below for rules)

Special Rules
Character: Gullrum is not an independent character, instead he replaces the normal Slayer Champion.

Slayer Lord: Gullrum is the most famous of all living Slayers. Other Slayers follow him everywhere, and will gladly die for him. If you field Gullrum in your army, then you must field at least one squad of Slayers (who will act as his bodyguard). The normal restriction for Slayers will be relaxed as well. Gullrum counts as one Elite choice.

Furious Assault: Gullrum is one of the most bloodthirsty Slayers alive, running down anything and everything that he can catch. Gullrum ignores the normal Squat movement penalties, and will assault and move as a normal foot troop. The squad he is a member of will also gain this bonus.

Fearless: Gullrum Grimm is one of the most powerful of the Slayers. He fears nothing, and lives only to fight. He will never break and will pass any Leadership test that he may be required to take, except for psychic powers that require a test.

Hard as nails: Gullrum has trained himself to his fighting peak, and is in amazing physical shape. Very few people can match that level of dedication. As a result of his physique, he will ignore hits close combat caused that are less than strength 5. Hits that are strength 5 or higher will require a roll to wound as normal. This ability does not protect him from shooting attacks.

Heart-ripper and Soul-crusher: These two great power axes are treasured weapons of Gullrum’s. He has used them since he first became a Slayer, and he will take them to his grave. Before working out close combat, you may declare which weapon he is using. Heart-ripper allows each of Gullrum’s attacks to wound on a 3+, regardless of the strength or toughness difference. Soul-crusher allows his attacks to hit on a 2+, regardless of the normal to hit required. You may use one or the other, but not both at the same time. In all other respects, the hits are treated as from a power weapon (ignoring armor saves). Although one weapon is used, the other still counts as an extra close combat weapon.

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