WH40k 3rd [codex] Thousand Squats [not approved].pdf

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The Thousand Squat battle line flees before the dreaded Rat Warriors of Nurgle.
A speedy Eldar Exodite assault crushes the Squat strongpoint.
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INTRODUCTION
Tournament, to Codex: Thousand Squats. This
tomb has but one purpose: to teach you the mysteries of
modeling, collecting, painting and gaming with a
Thousand Squat Chaos Space Marine army. For some of
you, this path leads to untold power and infamy, for
others it holds only endless hours of frustration— first
trying to convert a non-existent army, then finding that
the army itself is next to unplayable. Only your own
prowess and the fickle favor of Tzeentch will determine
which of these fates be yours...
Some Squats move with the aid of machineries such as
steam powered bikes and jetpacks, constructed with the
aid of Grot Cultist underlings. In dire circumstances, the
Cultists themselves will take to the battlefield. Other
troops are made up of robotic machinations, such as
Pink Horrors, built in the cavernous industrial ships that
are now home to the Squat race. Overall, the Thousand
Squats are a very difficult army to play with, as you must
balance the use of both types of troops.
Aside from battlefield ability, the Thousand Squats are
one of the most interesting armies to model and paint.
No models exist for any of the troop types, so you have
to be dedicated enough to convert every model in the
army, which while giving the player a unique opportunity,
can be difficult and time consuming. All in all, the
Thousand Squat army is only for the most dedicated
gamer.
THOUSAND SQUATS
Three years ago the Imperium of mankind overwent a
sudden, massive reorganization. While refocusing it’s
power closer to Terra and the vast legions of Space
Marines and Imperial Guard who defended her, the
Emperor cut off ties with many former allies of his
domain. One of many forgotten allies, the proud race of
squats was left to fend for itself against an oncoming
Chaos invasion. The battle went poorly, with the once
great and numerous squat army reduced to but a
thousand warriors, holding out in one last stronghold
SPECIAL RULES
Troop Choice: The army is lead by Bzaark Khazon,
now a corrupted Demon Prince of Tzeentch. Thus
marked by his patron god, Thousand Squat warriors
may be taken as Troops choices.
With the end near and certain, the squat lord Bzaark
Khazon came to an inevitable but horrific decision.
Rather than have his race extinguished by the forces of
Chaos, he would forge a new alliance. Calling upon the
the power of the dark god Tzeentch, he struck a bargain.
The squats would swear allegiance to Tzeentch, and in
turn become immortal, indestructible servants of the
dark god. But there was a cost.
Fearless: Thousand Squats are immortal and
indestructible, with nothing to fear from most
weapons. They never fall back and cannot be
pinned, and are assumed to automatically pass any
Morale check.
The Squats did indeed become immortal as promised,
but Tzeentch’s magic did not mix well with squat blood.
Like their ancient ancestors, the Chaos Dwarves, the
thousand remaining squats were visited upon by the
curse of stone, becoming immortal statues of hard
granite. Now, able to move only through the use of
armoured exoskeltons, not truly living yet unable to die,
the Thousand Squats seek vengeance against the
Emperor, who they blame for their hideous fate.
All is Stone: Thousand Squat Space Marines are,
for all intents and purposes, animated stone statues
that have to be blown to pieces or hacked apart in
order to disable them. (They can never TRULY die.)
Only shooting attacks that have a strength of 5 or
more will affect a Thousand Squat Space Marine.
Note that they can be attacked in close combat
normally.
Slow and Purposeful: Thousand Squat Space
Marines advance in a methodical manner, laying
down a hail of constant fire with their bolters. To
represent this they may never charge into close
combat (though they defend normally), but always
count as stationary when they fire their bolters, even
if they moved in the same turn.
WHY COLLECT A THOUSAND
SQUAT ARMY?
A Thousand Squat army is like no other in the 40K
universe. The bulk of the troops are made up of
indestructible stone Squat warriors, who, while
impossible to destroy outright, offer very little in the way
of mobility or offensive capability. Those roles must be
taken up by the less numerous, more fragile elements in
the army.
On Foot Only: These rules ONLY apply to Squats
on foot. Thousand Squats riding bikes or with jump
packs follow the normal rules for Chaos Space
Marines.
W elcome, attendees of the 2002 Baltimore Grand
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Once an honorable and
proud king, Bzaark is
now crowned Daemon
Prince of Tzeentch, his
mortal form bloated with
the power of Chaos
itself. Only the death of
the Emperor will satiate
his ever growing hunger.
HQ
DAEMON PRINCE
Points
WS BS S
T
W
I
A
Ld Sv
Lord Bzaark
90
6
3
5
4
3
5 3
10 5+
Options: Bzaark comes equipped with Wings (10 pts) and the Mark of Tzeentch (5 pts)
ELITES
POSSESSED CHAOS SPACE MACHINES
Points
WS BS S
T
W
I
A
Ld Sv
5 Possessed
150
4
4
4
4
1
4 1
9
3+
Machines
Unable to perform even
basic tasks, the Thousand
Squats use their Grot
Cultists to help build
many types of machines.
Possessed Chaos Space
Machines such as these
go into battle with their
creators, with
inconsistent results due
to sloppy Grot
workmanship.
Weapons: Bolt pistol and close combat weapon
Possessed: Roll three times on the chart below at the start of the battle to find out
how the machines function.
1 Daemonically Fast. 2 Fearsome. 3 Strong.
4 Frenzied. 5 Vorpal drills and hammers. 6 Invulnerable!
TROOPS
THOUSAND SQUATS
Points
WS BS S
T
W
I
A
Ld Sv
10 Thousand
230
4
4
4
4
1
4 1
9
3+
Squats
Weapons: Boltgun
THOUSAND SQUATS
Points
WS BS S
T
W
I
A
Ld Sv
10 Thousand
230
4
4
4
4
1
4 1
9
3+
Squats
Weapons: Boltgun
THOUSAND SQUATS
Points
WS BS S
T
W
I
A
Ld Sv
10 Thousand
230
4
4
4
4
1
4 1
9
3+
Squats
Weapons: Boltgun
Sometimes the Grot
Cultists are allowed to
come up with their own
creations, without Squat
supervision. These robots
are never as effective as
they should be, and
sometimes the results are
downright horrible!
DAEMON PACK
Points
WS BS S
T
W
I
A
Ld Sv
8 Horrible
120
4
4
4
4
1
4 2
10 5+
Pink Robots
Summoned: Horrible Pink Robots are summoned onto the battlefield using the
normal rules for Chaos Daemons.
Invulnerable: Forged in the very flames of Chaos itself, Pink Robots are very
difficult to destroy, and treat their armour save as invulnerable.
Tzeentch Daemon Pack: Horrible Pink Robots can shoot magical flames that have
the following profile:
Hit on 4+ Range 12” Strength 4 AP6 Assault 2
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CHAOS CULTISTS
Points
WS BS S
T
W
I
A
Ld Sv
10 Grot Cultists
36
2
2
3
3
1
3 2
7
-
Weapons: Hammers, screwdrivers, and assorted construction equipment (counts as
close combat weapon)
Options: 4 Grot Cultists have electric screwdrivers ( laspistols , 4 pts) and 1 has a
blowtorch ( flamer , 2pts)
NURG’S BOTLINGS
Points
WS BS S
T
W
I
A
Ld Sv
8 Botlings
72
3
0
3
3
3
3 3
7
5+
When Grot Cultists have
inhaled too many steam
fumes, they can
sometimes go off the
deep end. Nurg, once a
reliable underling to the
Squats, is now a mad
hermit inventor, making
armies of weird tiny
robots. He commands
them in battle by remote
control, where they are
little more than an
annoyance to the enemy.
Invulnerable: Nurg’s Botlings are very small and quick, there fore difficult to target.
They are treated as invulnerable.
FAST ATTACK
CHAOS SQUAT MARINE LOCOMOTIVE BIKES
Points
WS BS S
T
W
I
A
Ld Sv
4 Squat Bikes
190
4
4
4
5
1
4 2
9
3+
Weapons: Twin-linked bolters
Options: 2 Bikers have replaced their twin-linked bolters with plasma guns (30 pts)
Roll you over!: Chaos Squat Marine Locomotive Bikes are extremely tough and
heavy, and are designed to literally run over the enemy. To represent this, each biker
gains +1 attack (already included in their profile)
CHAOS SQUAT-A-RAPTORS
Points
WS BS S
T
W
I
A
Ld Sv
4 Squat-a-raptors
225
4
4
4
4
1
4 1
9
3+
Aspiring Champ.
4
4
4
4
1
4 2
10 3+
Weapons: Bolt pistol and close combat weapon
Options: 2 Squat-a-raptors have replaced their bolt pistols with plasma pistols (10 pts)
and one has a meltagun (10pts). One has become an Aspiring Champion (15 pts)
Wargear: The aspiring Champion has a Power Weapon (15 pts)
Jump Packs: Chaos Squat-a-raptors move quickly via steam-powered jump packs.
Fearsome Charge: If the squad wins an assault in the turn it charges, the enemy
will automatically fall back, without a Morale check.
Hit and Run: Chaos Squat-a-raptors may choose to leave close combat at the end
of any assault phase.
The Thousand Squats are
always looking for ways
of overcoming their curse
of immobility. Many have
taken to traveling via
intricate, steam powered
machines such as jump
packs and locomotive
bikes.
HEAVY SUPPORT
CHAOTIC DREAD — NOT!
Points
WS BS
S Front Side Rear I
A
Astragoth
123
4
4 6(10) 12
10
10
4
3
Type: Walker Crew: 1 Chaos Squat Marine and numerous Grot Cultists
Weapons: Twin-linked autocannon (35pts), close combat weapon w/ twin-linked bolter.
Options: Extra Armour (5pts), smoke launchers (3pts), and Coruscating Warp Grots (5pts)
Grot Frenzy! Having Grots at the controls of a Dreadnought is never a good idea!
Before each shooting phase, roll a D6:
1 Bash Heads! Don’t shoot, but go D6” to the nearest enemy, and double Attacks!
6 Gun Crazy! Don’t assault, but shoot 2x at the nearest models, friend or foe!
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