This document provides an overview and disclaimer for using an unofficial Codex for Warhammer 40k games hosted by The Good The Bad The Bromley (TGTBTB) events. It is intended for use at TGTBTB events only and has been playtested for balance. The rules are available for other groups to use but are not an official Codex. The document was created by TGTBTB's events team to have fun and repay the gaming community's support. It provides some background on the planet Armageddon which will be the setting for the campaign games.
4. OVERVIEW
When you arrive each player will be assigned to a faction depending on which army it is that you have brought with you, typically
In order to play at the campaign event you WILLNEED the
this will be ‘Order’ VS ‘Disorder’, we have it known as ‘The Armageddon defence force or the Armageddon invaders’. Once the
following:
factions have been sorted you will be assigned to a Task Force which will be up to a maximum of 10 players. You and the other
players in your Task Force will act as commanders who are allied to each other, it is your job to either defend or capture the A fully painted army
warzones you will play on, whilst fighting opponents whom have their own different agendas, strengths and weaknesses. The Warhammer 40,000 6th Edition Rule Book
The Warhammer 40,000 6th Edition Errata and FAQs
Relevant codices ‐ Army Codex, Imperial Armour
The campaign will be fought in five rounds and take place on a number of warzones located around the planet ‘Armageddon’. Publications etc.
Each round will consist of a series of battles fought using the current Warhammer 40,000 6th Edition game rules. Each player Dice, templates and tape measure
within the campaign will take part in each round. 5 Painted Objective Markers
A way to transport your models
TWO copies of your army lists ‐ These must include
When you purchase your ticket you are assigned a taskforce as stated above. Before the first game on Saturday you will be asked everything. One of these you should keep with you
to muster at the allocated muster points which will be described during the introduction, there you will nominate a General. BE during the entire weekend, and the other should be
SMART ‐ Only elect a General you are sure will guide you well! The role of the General is imperative to the team as at the end of handed in at registration to a Faction Leader.
every game it is the General’s role to collect results and hand those back to your Faction Leader. The Faction Leader will be
represented by a member of the event team dressed up in the correct atttire for your faction.
PRE-BATTLE & ADVANTAGE
Before every game begins each Task Force will attend a briefing of the next battle, here the Faction Leaders will show a tactical battle map explaining the advantages and
disadvantages of the upcoming fields of battle and put forth recommendations on how to lead the Task Force to victory (think Time Commanders!). During the pre‐battle
briefing, each Task Force will receive an objectives list which includes a series of objectives that must be completed. The Task Force General (taking advice from the Task
Force) must then elect which member of the force will fight over which objective. Once decided, the list will be handed to the Faction Leader and the Task Force will take
their places at the assigned table. Each player must then go to his/her assigned table and play for the mission selected ‐ you cannot change it depending on who your
opponent is, more so, players cannot select tables form outside their Warzone to fight on.
Advantage is also known as ‘The Task Force which can choose it’s deployment type first’ ‐ The campaigns first round has it’s advantage determined by the narrative itself
(Differing for each Warzone). Deciding the advantage in each subsequent round is determined by the results of the previous round, it’s as simple as that.
BATTLE PLAN & TRAITS
Prior to each round the Task Force General (taking advice from the Task Force) must now select how your taskforce intends to fight ‐ aggressive, defensive or balanced. Each
stance awards bonus points dependant on what is chosen, these are as follows:
STANCE BONUS
Hostile 6pts for VICTORY, 0pts for DRAW and DEFEAT.
Conservative 3pts for VICTORY, 2pts for DRAW and 1pts for DEFEAT.
Resistive 2pts for VICTORY, 2pts for DRAW and 2pts for DEFEAT.
As your games finish you must report the result to your Task Force General (Victory, Draw or Defeat) along with your opponent (You cannot give your results in without your
opponent present), the Task Force General will then hand the fully collected results to your correct Faction Leader.
Each General has a set of traits that helped him get to the position he is in today, to represent this, after the Task Force scores have been handed in, the General may opt to
trade in 5pts to pull a General Trait out from a box (which only a single adjudicator knows its contents), the trait could be anything, but that’s the risk, a risk which is up to
the Task Force General.
7. TACTICAL WARZONES:
During the Campaign weekend there will be a number of special games which selected players may participate in to aid there task force out. These will be played instead of
one of the above war zones.
TACTICAL WARZONE: ARMAGEDDON PRIME: HIVE
TEMPESTORA
Hive Tempestora is the docks and pipelines from the Fire Wastes. Now an Ok submersible
graveyard, from which the Orks launched their attack. The north holds Ash Wastelands created
from waste from the Tempestora East Factory and the Morpheus Factory Complex. So massive
was the factory that the entire tank battle was fought within. At one point the Imperial Guard
held a line demarcated by a long conveyor belt against an Ork attack and the assembly line
continued to function despite the pitched battle that took place around it.
TACTICAL WARZONE: PISCINA IV: REMAINS
Piscina IV is a world controlled by the Imperium but in constant battle with the Orks. Each time
the Orks seem to be defeated, the Imperial Guard regiments stationed on the world come
under fire from a new place under siege. During the in fighting between the two main forces
Eldar Pirates raid the area and scavenge any equipment which is useful to them.
TACTICAL WARZONE: ULTIMA SEGMENTUM: GOLGOTHA
An Ork world, conquered and infested by forces under the command of Ghazghkull Thraka
after the Second War for Armageddon. An Imperial attempt to purge the world of the alien
taint and execute Ghazghkull took place shortly after the Orks landed on the planet, but met
with failure. In the ensuing battle Yarrick's Baneblade, the Fortress of Arrogance was severely
damaged by an Ork Stompa and abandoned during the fight. when Ghazghkull prepared to
attack Armageddon again, Yarrick requested that the Fortress of Arrogance be salvaged from
Golgotha and repaired. Since then ‐ apart from a brief, significantly smaller, Imperial
expedition to the planet ‐ Golgotha has remained in Ork hands.
TACTICAL WARZONE: ROK DROPSITE: SEASON OF FIRE
The Season of Fire is a natural occurrence on Armageddon, where wind whips the desert sands
into a frenzy and violent storms wrack the skies. When the din of battle grew quiet and the Ork
attacks slowed, the Salamanders did not sit idle, but instead launched several devastating
counterattacks against the Roks landed by the Orks along the Hemlock River. Preferring the
close‐quarter fighting to be had in the maze of crudely carved tunnels that lay within the
interior of the Roks to the long‐range duels in the desert, the Salamanders made their mark. By
the start of the Season of Fire, 9 Roks had been destroyed by the Salamanders' attacks, killing
untold thousands of Greenskins.
8. WARZONES EXPLAINED
WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE SKIRMISH ‐ 1,000pts Doubles
WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE ‐ 2,000pts Singles
WARZONE: ARMAGEDDON SECUNDUS: HIVE HELSREACH ‐ 2,000pts Doubles
WARZONE: EQUATORIAL JUNGLE ‐ 2000pts Singles
WARZONE: ARMAGEDDON SECUNDUS: HADES HIVE AFTERMATH ‐ 2,000pts Doubles OR 3,500pts Singles Apocalypse allowed
TACTICAL WARZONE: ARMAGEDDON PRIME: HIVE TACTICAL WARZONE: ULTIMA SEGMENTUM: GOLGOTHA
3500pts Imperial Guard VS Orks
TEMPESTORA
2000pts ‐ Imperial Guard VS Orks
Secure the Fortress of Arrogance ‐ At the end of each player turn, whatever team is in control of the Tank (The
most objective markers) and providing they are not contested, may take command of the tank for the duration
Secure the Chimera factory ‐ At the end of each player turn, whatever team is in control of the
they are in control of the objectives.
facility (The most objective markers) and providing they are not contested, may control of the 3
Chimeras that guard the factory (See Codex: IG), these act as normal however units may NOT
NOTE: The Fortress of Arrogance may NOT be destroyed ‐ It starts in the centre of the board, it counts as
embark onto them, nor can you target them whilst they are in your control. In addition, at the end
immobilised and may ONLY rotate on the spot. The Baneblade Cannon uses the non‐apocalypse ‘Large Blast’
of every game turn, roll a D6, on a 6 another Chimera is created ‐ which may be used the same way
template, at the strength indicated. In addition, the Fortress of Arrogance causes Fear to ALL units within 12”
as previously described.
unless they are the controlling player.
The winner is the player who owns the Facility at the end of the game.
Benefit:
Imperial Guard Victory: All commissars and the unit they are attached to cause fear.
Benefit:
Ork Victory: One variant of Ork battlewagon with a Killkannon may be upgraded to ‘Fort O’Arraahgance’
Imperial Guard Victory: Unit type: Fast, Tank ‐ Chimeras.
for free, it gains an extra 3 Hull points and all Imperial Guard units within 12” suffer from the ‘Fear’
Ork Victory: Trukk Front Armour increased to 12
universal special rule.
TACTICAL WARZONE: PISCINA IV: REMAINS TACTICAL WARZONE: ROK DROPSITE: SEASON OF FIRE
2000pts Eldar VS Space Marines VS Orks
2000pt Space Marines (Salamanders)VS Orks
Capture the mystical equipment ‐ Treated as a standard game of Warhammer 40k using the Relic Destroy the Roks ‐ There are D3+ 2 Rok objectives that must be destroyed with one Rok being the ‘Rokalypse’
rules set, however the unit in control of the Relic suffers from the ‘Psychich Null Zone’ rules as well the Rokalypse is a fortress which the Ork player must deploy within, whilst the Salamanders may come on from
as being unable to use the Deny the Witch universal special rule. any table edge like the old ‘Last Stand’ special missions.
In addition to the Eldar and Ork setup, the Space Marine player must arrive via Deep Strike, but In addition to this, the battlefield counts as being ‘High Gravity’ due to the mass sand storms as well as all
CANNOT pickup the relic on the turn they deep strike. difficult terrain counting as dangerous.
Relic counts as 5 Victory points. The player who has the most victory points at the end of the game Benefit:
wins. Space Marine (Salamanders): May take an Extra 250pts in the next game.
Ork Victory: May take an Extra 250pts in the next game.
Benefit:
Eldar: Force your opponents to re‐roll successful Deny the Witch rolls.
Space Marine: May re‐roll all psychic tests and Deny the witch rolls.
Ork: Can Deny the Witch on a 4+
“HOWEVER BEAUTIFUL THE STRATEGY, YOU SHOULD OCCASIONALLY LOOK
AT THE RESULTS.”
‐ Ancient Terran General
9. CAMPAIGN GUIDELINES
BASIC RULES
All models within your armies should conform to “What you see is what you get” (WYSIWYG). In other words, all the equipment that can be appropriately shown should be
clearly modelled on each miniature.
With a few notable exceptions, you may not include Special Characters from any army Codex. Any named characters available to the armies participating in the Wars of
Armageddon campaign will be included in the relevant army selection page.
Allies may only be taken providing they conform with the following chart, NOTE: Whilst allies may be taken, your ticket price will only come with a campaign pack for the
primary detachment, which means you will need to either buy a copy for the Allied detachment, or download the relevant PDF.
During your gaming, if anything of note happens during the course of your game, such as a dual between Yarrick and Ghazghkull, an act of extreme heroics, utter failure or
fantastically humorous please let your Faction Leader know about it as your deeds may well be reported during the next briefing, and result in your actions becoming one of
the already many legends of the Wars of Armageddon.
PAINTING AND BEST ARMY AWARD
Wars of Armageddon was a gritty time of dirt, blood, steel and Orks so we would ask all players who attend to choose painting schemes that reflect the Warhammer 40,000
universe during this time. Doing this will not only increase everyone’s enjoyment of the campaign, but it will also have benefits for doing so!
SCHEME BENEFIT
Steel Legion Imperial Guard Close Order Drill: Whilst the models are in base to base contact with each other they gain +1 WS and +1
Initiative.
Goff Orks Sharpshoota: May reroll any 1’s to hit when shooting.
Relevant Space Marine Chapters painted correctly Overly cautious: Can overwatch on 5+ instead of the normal 6+
Xenos, Chaos and Traitors designed to fit Wars of Armageddon Fighting for the Dictator: Stubborn when within 12” of Warlord.
Squats and Arbites Benefits included within relevant campaign pack.
All models MUST be painted and representative of the appropriate type of troop, if you feel you got abit carried away with your conversion, just tell your opponent before
hand and make everything crystal clear so as to avoid arguments later.
At the event we will give an award for the Best Army. This is awarded to the player who participates in the weekend with a force that, in the opinion of both players and
judges, is the best in terms of painting and character. To qualify as the ‘Best Army’ particular attention will be paid to well themed armies which reflect the time of the
Armageddon Wars. Because we believe that due credit should go to players that have painted their own armies, only players who have painted their armies themselves may
b eligible for the coveted award of Best Army. We ask all participants to be honest if short listed.
A number of armies will be short listed on the Saturday lunch break and then will be voted on by the players during the Sunday lunch break. The winner will be announced at
the end of the campaign weekend.
AWARDS CEREMONY
The Wars of Armageddon was a time of heroism and the Awards Ceremony is an opportunity to give recognition to those who have made great sacrifice on the alter of war.
As soon as possible after the conclusion of the final game we will begin the awards ceremony and we strongly recommend all players to stay for the ceremony to cheer (or
commiserate with) those awarded!
11. INQUISITOR HORST H/Q UNIT SQUATS ONLY 150Pts
Inquisitor Horst was born on a planet ruled by an evil Overlord named Alaine de Briant. At an early age he joined a freedom fighter group, quickly rising through the ranks to become their leader as his extraordinary fighting ability
showed itself in many battles. He was not just a good fighter, but had excellent oratory skills as well as a great charm, and using these traits he united the rebel factions that were fighting against the Overlord. He fought a brilliant
guerilla campaign against the overlord and eventually, against all the odds, he overthrew the Overlord after almost thirty years of bitter warfare. When news of his work reached the Administratum, he was quickly inducted into the
Inquisition, at a relatively late age. Several years later, he happened to be on a Squat planet near Armageddon. When the Second War for Armageddon began, he was quickly able to convince the Squat Overlord to send troops to help.
As soon as the Warp Storm lifted, Horst and a large army of Squats landed on Armageddon Prime where they quickly pushed the Orks back onto the defensive. After the defeat of the Orks at Tartarus Hive, Horst led a massive assault,
forcing the Orks back to the jungle area between the two areas, Armageddon Prime and Armageddon Secundus.
WS BS S T W I A Ld Sv
Horst 6 4 4 4 3 3 3 10 2+
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Unit Type: Wargear: Special Rules:
Infantry Twin‐Linked Plasma Pistol Independent Character
Inquisitorial Scythe Hearthguard Retinue
Unit Composition: Exo‐Armour (2+ Save /5+ Invulnerable Save) Fearless
1 Horst Adamantium Will
(Unique) Tactical Planning
Fiery Oratory
Psyker
Inquisitorial Scythe: Counts as a Master‐Crafted Two‐Handed Force Weapon with the Shred universal Special Rule.
Hearthguard Retinue: A Retinue of Hearthguard may accompany the Inqusitor. See the Hearthguard
entry for details.
Tactical Planning: After deployment but before the player taking his first turn starts, you may rearrange D3 of your
opponents units however you wish. Units which are not on the board cannot be rearranged, neither can units which
are on the board be placed into reserves. Horst is good, but not that good.
Fiery Oratory: Any Squat units within 12” of Horst have Furious Charge.
12. LORD GRUMNI H/Q UNIT SQUATS ONLY 100Pts
In the eyes of Lord Grumni, Squats have always been a race of traders. It is natural to the Squats under his command that they should trade the fighting skills of there Brotherhoods, as well as bringing us a profit. Lord Grumni presses
that by trading the fighting skills it also allows the youngsters to gain experience and honour, and to keep alive the skills which their strongholds may one day need for their own defence.
WS BS S T W I A Ld Sv
Lord Grumni 6 4 4 5 4 3 3 10 5+
______________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Laspistol Independent Character
Close‐combat Weapon Hearthguard Retinue
Unit Composition: Lasgun Hatred
1 Lord Grumni Flak Armour Adamantium Will
(Unique) Stubborn
Master of Defence
It Will Not Die
Traders passage
Master of Defence: Due to the defence mastery Lord Grumni has obtained throughout his life, Lord Grumni can bolster a single piece of terrain before the game begins. When you
deploy, nominate one piece of terrain in your deployment area for Lord Grumni to bolster. The terrain pieces cover save is now increased by one for the duration of the game. Note: Lord
Grumni cannot bolster terrain pieces with a 3+ save. In the eyes of Lord Grumni, they are stable enough.
Options:
Lord Grumni may be upgraded to have any of the following: Lord Grumni may be upgraded to have one
Bolt Pistol ‐ 2pts of the following 2 handed weapons:
Plasma Pistol ‐ 5pts Bolter ‐ 2pts
Power Weapon ‐ 15pts Storm Bolter ‐ 5pts
Power Fist ‐ 25pts
Lord Grumni may be upgraded to have one of the following:
Carapace Armour (4+ Save) ‐ 5pts
Engineer Armour (3+ Save) ‐ 15pts
Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts
Lord Grumni may be upgraded to have one of the following:
Frag Grenades ‐ 1 pt
Krak Grenades ‐ 2pts
Master Crafted Weapon ‐ 15pts
Melta Bombs ‐ 4pts
Hearthguard Retinue: A Retinue of Hearthguard may accompany Lord Grumni. See the Hearthguard entry for details.
Traders Passage: Years of trading allows Grumni to negotiate with traders to aid in his battle plans. One heavy support may
be taken as a Troops choice In an army that includes Grumni, in addition this unit gains the ‘Outflank’ universal special rule.
13. SIEGE MASTER PIGEONSMYTHE H/Q UNIT SQUATS ONLY 100Pts
A siege master as one might expect from such a title is a master of all siege warfare. They are an embodiment of the Squat tactical high command and often also are found in the nobility, Pigeonsmythe is no exception, and apart from
being fantastic at all forms of siege warfare, he is immune to fear and is resolutely courageous under fire; where lesser men would dive for cover when being fired upon, Pigeonsmythe takes it all in and then plans accordingly. It is often
said that once Pigeonsmythe works out a battle plan, within hours the battle noises change to the sound of cheering squats as mass artillery and siege weapons win the day.
WS BS S T W I A Ld Sv
Pigeonsmythe 4 3 3 4 3 3 2 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Flak Armour Independent Character
Close‐combat Weapon Master of Siege Warfare
Unit Composition: Gatling Pistols Hatred
1 Pigeonsmythe Frag and Krak Grenades Adamantium Will
(Unique) Stubborn
Master of Siege Warfare: Master of Siege warfare, despite the fact Squats are known for disastrous defeats, the
siege master’s put it all down to the cowardly infantry, as such he relies on the sheer power of siege weaponry to
win the day. As such, any model with the ‘Artillery’ unit type may be taken as a Troop choice and up to one
Heavy Support may also be taken as a Troops choice.
Gatling Pistol: 18”, STR 4, AP 1, Assault 2D6; Twin‐Linked
Options:
Pigeonsmythe may be upgraded to have one of the following:
Carapace Armour (4+ Save) ‐ 5pts
Engineer Armour (3+ Save) ‐ 15pts
Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts
Pigeonsmythe may be upgraded to have one of the following:
Melta Bombs ‐ 4pts
Demo charge ‐ 20pts (See Codex:IG pg 68)
14. WARLORD H/Q UNIT SQUATS ONLY 60Pts
Each Brotherhood is led by a battle‐lucky Warlord elected from among the Hearthguard as the mightiest of their number. A Warlord demands unbreakable oaths of loyalty from the entire Brotherhood rewarding valour with ancient
wargear of fine craftsmanship and the chance for immemorial glory at this side.
WS BS S T W I A Ld Sv
Warlord 5 4 4 4 3 3 3 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Laspistol Independent Character
Close‐combat Weapon Hearthguard Retinue
Unit Composition: Lasgun Hatred
1 Warlord Flak Armour Adamantium Will
(Unique) Stubborn
Options:
The Warlord may be upgraded to have any of the following:
Bolt Pistol ‐ 2pts
Plasma Pistol ‐ 5pts
Power Weapon ‐ 15pts
Power Fist ‐ 25pts
The Warlord may be upgraded to have one of the following 2 handed weapons:
Bolter ‐ 2pts
Storm Bolter ‐ 5pts
The Warlord may be upgraded to have one of the following:
Carapace Armour (4+ Save) ‐ 5pts
Engineer Armour (3+ Save) ‐ 15pts
Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts
The Warlord may be upgraded to have one of the following:
Frag Grenades ‐ 1 pt
Krak Grenades ‐ 2pts
Master Crafted Weapon ‐ 15pts
Melta Bombs ‐ 4pts
Hearthguard Retinue: A Retinue of Hearthguard may accompany the Warlord. See the Hearthguard
entry for details.
15. HEARTHGUARD COMMANDER H/Q UNIT SQUATS ONLY 45Pts
The Warlord will often choose a trusted retainer to lead a detachment of the Brotherhood into battle. This is a way for younger warriors to make their mark while for older Squats it is an all important token of recognition and respect.
WS BS S T W I A Ld Sv
Hearthguard Commander 5 4 4 4 2 3 3 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Laspistol Independent Character
Close‐combat Weapon Hearthguard Retinue
Unit Composition: Lasgun Hatred
1 Hearthguard Commander Flak Armour Adamantium Will
(Unique) Stubborn
Options:
The Hearthguard Commander may be upgraded to have any of the following: The Hearthguard Commander may be upgraded to have one of
Bolt Pistol ‐ 2pta the following 2 handed weapons:
Plasma Pistol ‐ 5pts Bolter ‐ 2pts
Power Weapon ‐ 15pts Storm Bolter ‐ 5pts
Power Fist ‐ 25pts
The Hearthguard Commander may be upgraded to have one of the following:
Carapace Armour (4+ Save) ‐ 5pts
Engineer Armour (3+ Save) ‐ 15pts
Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts
The Hearthguard Commander may be upgraded to have one of the following:
Frag Grenades ‐ 1 pt
Krak Grenades ‐ 2pts
Master Crafted Weapon ‐ 15pts
Melta Bombs ‐ 4pts
Hearthguard Retinue: A Retinue of Hearthguard may accompany the Hearthguard Commander.
See the Hearthguard entry for details.
16. ENGINEER GUILDMASTER H/Q UNIT SQUATS ONLY 45Pts
Engineer Guildmasters are tasked with making sure that all of the Squat machinery stays operational, they are also tasked with commanding off world mining excursions to help establish Squat settlements.
WS BS S T W I A Ld Sv
Engineer Guildmaster 5 5 4 4 2 3 3 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Laspistol Independent Character
Close‐combat Weapon Hearthguard Retinue
Unit Composition: Lasgun Hatred
1 Engineer Guildmaster Flak Armour Adamantium Will
(Unique) Advanced Targeting Scanner Stubborn
Advanced Repair
Mining Expert
Options:
The Engineer Guildmaster may be upgraded to have any of the following: The Engineer Guildmaster
Bolt Pistol ‐ 2pts maybe upgraded to have one of
Plasma Pistol ‐ 5pts the following 2 handed weapons:
Power Weapon ‐ 15pts Bolter ‐ 2pts
Power Fist ‐ 25pts Storm Bolter ‐ 5pts
The Engineer Guildmaster may be upgraded to have one of the following:
Carapace Armour (4+) ‐ 5pts
Engineer Armour (3+ save, Hearthguard and Independent Characters only) ‐ 15pts
Exo‐Armour (2+ Save / 5+ Invulnerable Save, Independent Characters only) ‐ 25pts
The Engineer Guildmaster may be upgraded to have one of the following:
Frag Grenades ‐ 1 pt
Krak Grenades ‐ 2pts
Master Crafted Weapon ‐ 15pts
Melta Bombs ‐ 4pts
Hearthguard Retinue: A Retinue of Hearthguard may accompany the Engineer Guildmaster. See the
Hearthguard entry for details.
Advanced Targeting Scanner: The Engineer Guildmaster is the master of all Engineers in the Brotherhood and as such he is equipped with a Advanced Targeting Scanner which allows all
members of the Retinue to shoot with BS5.
Advanced Repair: A Engineer Guildmaster in base contact with a damaged vehicle in the Shooting phase can attempt to repair it instead of firing, unless he is falling back or has gone to
ground. Roll a D6 and add 1 for each Hearthguard Rentinue Engineer that is in the unit. If the result is a 5 or more, then a Weapon Destroyed, Immobilised or Hull point is repaired
(Owning players choice). If a Weapon Destroyed result is repaired that weapon can be fired in the same phase, albeit only Snap Fire.
Mining Expert: Any Excavators may be taken as Troops in an army which includes a Engineer Guildmaster.
17. LIVING ANCESTOR H/Q UNIT SQUATS ONLY 50Pts
As Squats age they can become so stepped in the lore of their race that a rare few begin to hear the psychic whisper of the long‐dead, developing a rapport which borders on Possession. In them the Ancestors live again to advise, warn
and fight alongside their heirs. Thus centuries old frame of the Living Ancestor can briefly host the spirit of an ancient hero or draw on the collective rage of the Squats across the bitter years to unleash a hammer‐blow against their
enemies.
WS BS S T W I A Ld Sv
Living Ancestor 5 4 4 4 2 3 3 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Laspistol Independent Character
Close‐combat Weapon Hearthguard Retinue
Unit Composition: Lasgun Hatred
Living Ancestor Flak Armour Adamantium Will
(Unique) Stubborn
Hammer of Fury
Options:
The Living Ancestor may be upgraded to have any of the following: The Living Ancestor may be upgraded to have one of
Bolt Pistol ‐ 2pts the following 2 handed weapons:
Plasma Pistol ‐ 5pts Bolter ‐ 2pts
Power Weapon ‐ 15pts Storm Bolter ‐ 5pts
Power Fist ‐ 25pts
The Living Ancestor may be upgraded to have one of the following:
Carapace Armour (4+) ‐ 5pts
Engineer Armour (3+ save, Hearthguard and Independent Characters only) ‐ 15pts
Exo‐Armour (2+ Save / 5+ Invulnerable Save, Independent Characters only) ‐ 25pts
The Living Ancestor may be upgraded to have one of the following:
Frag Grenades ‐ 1 pt
Krak Grenades ‐ 2pts
Master Crafted Weapon ‐ 15pts
Melta Bombs ‐ 4pts
Hearthguard Retinue: A Retinue of Hearthguard may accompany the Living Ancestor. See the Hearthguard entry for details.
Hammer of Fury: The living Ancestor can attempt to unleash a mighty psychic hammer blow against his foes in his own shoting phase. Hammer of Fury is centred on himself and blasts all
enemy models within range back 3” (Except vehicles and those with a Strength of 6 or more). In addition, Hammer of Fury counts as a weapon and hits automatically using the following
profile: 9”, STR 5, AP 2, Assault 1; Blast
18. HEARTHGUARD RETINUE H/Q UNIT SQUATS ONLY 45Pts
Hearthguard are the hand‐picked retainers of the Warlord; proud and individualistic warriors who form both his bodyguard and his council of advisors. Among their number are trusted lieutenants as well as valuable specialists in
military engineering, tactics and field medicine.
WS BS S T W I A Ld Sv
Hearthguard 4 3 3 4 1 2 2 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules: Transport:
Infantry Laspistol Stubborn The Hearthguard may be transported
Close‐combat Weapon Hearthguard Retinue in a Squat Rhino for 50pts.
Unit Composition: Lasgun Hatred
3 Hearthguard Flak Armour Adamantium Will
Options:
Any Hearthguard may be upgraded to have any of the following:
Bolt Pistol ‐ 2pts
Plasma Pistol ‐ 5pts
Power Weapon ‐ 15pts
Power Fist ‐ 25pts
Any Hearthguard may be upgraded to have one of the following 2 handed weapons:
Bolter ‐ 2pts
Storm Bolter ‐ 5pts
Any Hearthguard may be upgraded to have one of the following:
Carapace Armour (4+) ‐ 5pts
Engineer Armour (3+ save) ‐ 15pts
The Hearthguard Retinue may Master Craft a weapon for 15pts per weapon.
The Hearthguard Retinue may be upgraded to have the following:
Frag Grenades ‐ 5 pt
Krak Grenades ‐ 10pts
Master Crafted Weapon ‐ 15pts
Melta Bombs ‐ 20pts
One Hearthguard may be upgraded to be an Engineer for +10pts, he is equipped with a Targeting Scanner which allows all members of the Retinue to shoot with BS4.
One Hearthguard may be upgraded to be a standard bearer and may take either a Standard Banner (12” reroll failed Morale Checks, Standard Bearer only) ‐ 10pts OR a Hold Banner (+1
to all friendly combat results within 6”‐ 20pts
One Hearthguard may be upgraded to be an Medic for 10pts, a Medic is equipped with a Medi‐Pack which allows the Retinue to ignore the first failed armour save each turn, Note it is
not effective against ‘Instant Death’ or wounds that ignore armour saves.
19. ANCESTRAL PSYKER H/Q UNIT SQUATS ONLY 60Pts
An Ancestral Psyker is an individual of great intelligent in the Squat species who possesses some degree of psychic ability or powers, albeit a very rare situation. Psychic powers are sometimes referred to as sorcery in the Squat society
so Squat society claim it to be the powers of the long dead Ancestors manifesting inside an Ancestral Psyker. Normally Psykers draw their powers from the dimensional realm known as the Immaterium or the Warp that underlies four‐
dimensional realspace and is the source of all psychic energy in the universe. As such, psykers, particularly Squat psykers whose minds are far less disciplined than other counterparts, are often in danger of possession by the daemonic
entities of the Warp, insanity and ultimate corruption by the Ruinous Powers of Chaos ‐ Squats tends to just lock those which are suffering from such perils of the warp away and forget about them.
WS BS S T W I A Ld Sv
Ancestral Psyker 4 4 4 4 3 3 3 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Laspistol Independent Character
Force Weapon Hearthguard Retinue
Unit Composition: Flak Armour Hatred
1 Ancestral Psyker Psyker (Mastery Level 2)
(Unique) Stubborn
Adamantium Will
Options:
The Ancestral Psyker may be replace their Laspistol with any of the following:
Bolt Pistol ‐ 2pts
Power Weapon ‐ 15pts
The Ancestral Psyker may be upgraded to have one of the following:
Carapace Armour (4+ Save) ‐ 5pts
Engineer Armour (3+ Save) ‐ 15pts
Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts
The Ancestral Psyker may be upgraded to have one of the following:
Frag Grenades ‐ 1 pt
Krak Grenades ‐ 2pts
Master Crafted Weapon ‐ 15pts
Melta Bombs ‐ 4pts
Hearthguard Retinue: A Retinue of Hearthguard may accompany the Ancestral Psyker. See the Hearthguard
entry for details.
Ancestral Psyker: An Ancestral Psyker has the following physic powers:
Iron Arm: Warhammer 40,000 Rule Book, pg 143
Molten Beam: Warhammer 40,000 Rule Book, pg 145
20. OGRYN MERCENARIES elite UNIT SQUATS ONLY 130Pts
There are several bleak, high‐gravity planets within Homeworld space that have produced the Ogryn mutation from originally human populations. Squats have always made use of these giants in war and even have a grudging respect
for their guileless prosecution of naked violence. No Ogryn has ever been known to break a bond of employment with a Squat.
WS BS S T W I A Ld Sv
Ogryn Bone ‘ead Mercenary 4 3 5 5 3 2 4 7 5+
Ogryn Mercenary 4 3 5 5 3 2 3 6 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Ripper Gun (See Codex: IG) Stubborn
Frag Grenades Furious Charge
Unit Composition: Flak Armour Bulky
1 Ogryn Bone ’ead Mercenary Close‐combat Weapon
2 Ogryn Mercenaries
Transport:
The Ogryns may be transported
In a Squat Rhino for 50pts.
Options:
May take up to seven additional Ogryn Mercenaries for 40pts each.
Any model may replace their Ripper Gun with a Close‐combat Weapon for free.
21. SQUAT PIONEERS elite UNIT SQUATS ONLY 50Pts
Pioneers are irregulars drawn from among those Squats who live the hard and lonely life of prospectors, explorers and adventurers beyond the confines of the Stronghold. Sometimes these outcasts band together into small ‘ Free
Companies’ of privateers under a recognised Captan who also acts as their battle leader should the need arise. Warrior Brotherhoods occasionally use Pioneers as scouts and infiltrators, especially if there are ties of former Hold and Kin.
WS BS S T W I A Ld Sv
Captain 4 3 3 4 1 2 2 10 5+
Pioneer 4 3 3 4 1 2 1 9 5+
Human 3 3 3 3 1 3 1 7 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Lasguns Move Through Cover
Flak Armour Operate Behind Enemy Lines
Unit Composition: Close‐combat Weapon Hatred
1 Captain Adamantium Will
5 Pioneers Stubborn
Hired Guns
Options:
May take up to four additional Pioneers for 10pts each.
The unit may be upgraded to have the following:
Frag Grenades ‐ 5pts
Krak Grenades ‐ 10pts
Melta Bombs ‐ 20pts
Operate Behind Enemy Lines: The unit may be kept in reserve even in scenarios that do not normally allow reserves to be used. When they arrive the Pioneers must enter from the edge
where enemy reinforcements would be deployed or to where the enemy would retreat. (If no edge fits this description then decide an edge randomly).
Hired Guns: Pioneers range freely beyond the Homeworlds and frequent the lawless ports and space‐docks which lie at the fringes of the Imperium. Here can be found the black markets
in weaponry, information, transportation and manpower that every serious adventurer needs. A ‘Free Company’ cannot be too fussy about who they hire for an expedition and Squats
will crew with deserters, renegades and scum if they can pull their weight. Each group of Pioneers may include up to five for + 5pts per Human. These Humans use the stat line provided
and are armed in any way the player wishes from the following:
The Human may be upgraded to have any of the following: The Human may be upgraded to have one of the following
Bolt Pistol ‐ 2pts special weapons:
Plasma Pistol ‐ 5pts Flamer ‐ 5pts
Power Weapon ‐ 15pts Meltagun ‐ 10pts
Power Fist ‐ 25pts Plasmagun ‐ 15pts
Heavy Flamer ‐ 20pts
The Human may be upgraded to have one of the following 2
handed weapons:
Bolter ‐ 2pts
Storm Bolter ‐ 5pts
22. IRON ANCESTOR ELITE UNIT SQUATS ONLY 100Pts
Squats work furiously at the controls of their Iron Ancestor fighting machines, cutting their way through the endless enemies. Although considered short against an Imperium Dreadnought, the Iron Ancestor more than made up for
their lack of stature with their pilots skill. Passed down through many generations, nobody was sure of their origins, but with each pilot adding his own modifications, they bore little resemblance to their original specification.
WS BS S Front Side Rear I A HP
Iron Ancestor 4 4 6 11 11 10 2 2 3
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Vehicle (Walker) Seismic Hammer Move Through Cover
Twin‐Linked Autocannon
Unit Composition: Searchlight
1 Iron Ancestor Extra Armour
Smoke Launchers
Options:
May replace its Twin‐Linked Autocannon with:
Dreadnought Close‐Combat Weapon ‐ Free
Seismic Hammer ‐ 15pts
Seismic Hammer: A blow from a seismic hammer causes catastrophic
shockwaves to tear through the target. A Seismic Hammer is treated as
a Dreadnought Close‐combat Weapon that adds +1 to rolls on the vehicle
damage chart.
23. ANCESTRAL GUARDIAN ELITE UNIT SQUAT ONLY 160Pts
When certain high up members of the Squat society die, all that awaits their souls is the torment of the warp, save only for those who have proven worthy of the immortality of becoming an Ancestor. The Ancestral Guardian is a squat
creation which was made to prevent these Exalted Ancestors from vanishing back into the Warp. The presence of the Ancestral Guardians are there purely to save the souls of worthy Squats from the Warp, if the Ancestral Guardian
fails in their duties, then their rage add to the Ancestral Guardian's already considerable martial prowess.
WS BS S T W I A Ld Sv
Ancestral Guardian 4 ‐ 6 6 4 4 4 10 3+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Monstrous Creature Seismic Hammer Move Through Cover
Force Weapon Guardian
Unit Composition: Hatred
1 Ancestral Guardian Fearless
Seismic Hammer: A blow from a seismic hammer causes catastrophic shockwaves to tear through
the target. A Seismic Hammer is treated as a Dreadnought Close‐combat Weapon that adds +1 to
rolls on the vehicle damage chart.
Guardian: If a Living Ancestor is within 6” of an Ancestral Guardian it counts as having +2 Int and
+2 WS, if the Living Ancestor suffers a wound whilst within a6” Radius the Guardian gains the Rage
universal special rule. If the Living Ancestor dies, the Ancestral Guardians WS, S, T, I, A and Ld go to
10 until the Ancestral Guardians next turn.
Plasma Generator: The armoured suit of the Ancestral Guardian is powered by a Plasma Generator,
due to this, any Plasma or ‘Gets Hot!‘ weapons cannot wound the Ancestral Guardian, if an attack
of this sort hits the Ancestral Guardian (A scattered weapon for example) the Ancestral can regain
A lost wound on the roll of a 2+.
24. RATLINGS elite UNIT SQUATS ONLY 30Pts
A Ratling (Homo sapiens minimus) is a member of a small, loud, hungry and lecherous Abhuman species. Ratlings are granted full Imperial citizenship despite their mutant status and in the past have often served in the Regiments of the
Imperial Guard. However, they are still distrusted by the more Puritanical members of the Inquisition.
"Little Thieves! Thieves and vagabonds, the lot of them. They’re petty‐minded, larcenous little subhuman scum to the last. Everyone overlooks it because they can shoot straight and can cook a decent meal. You can’t trust them... any of
them. They’ll steal your chrono if you shake hands with them, and as likely to pick your pocket as praise the Emperor’s name..." ‐ Anonymous Imperial Guardsman
WS BS S T W I A Ld Sv
Ratling 2 4 2 2 1 4 1 6 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Sniper Rifle Infiltrate
Laspistol Stealth
Unit Composition: Flak Armour
3 Ratlings
Options:
May take up to seven additional Ratlings for 10pts each.
25. FIXIT ELITE UNIT SQUATS ONLY 35Pts
Fixit is a lovable Squat rogue trader which is known for his awesome and amazing skills when it comes down to getting a stolen or broken second hand vehicle up and running again as if it was brand new. Both Fixit and his skills are
legendary amongst the Squat populace, it was due to this that it was a no brainer for the Squat army to hire him to come fight with them on Armageddon to allow his abilities to really be put to the test. His job was to not only keep the
Squat tank army working well but also to steal back already previously stolen and looted Imperial Guard tanks and restore them back to active service.
WS BS S T W I A Ld Sv
Fixit 4 3 3 4 2 3 2 10 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Laspistol Independent Character
Close‐combat Weapon Quick Fix
Unit Composition: Lasgun Hatred
1 Fixit Flak Armour Adamantium Will
(Unique) Stubborn
Quick Fix: Fixit gets his name not only from his fathers heritage but also because he is very good at doing
quick fixes and fast bodge jobs to vehicles to get them back into the action as soon as possible, any vehicle
which Fixit is riding can repair a weapon, Hull point or Immobilised result providing Fixit does not shoot that
turn on a D6 roll of a 2+.
Options:
Fixit may be upgraded to have any of the following: Fixit may be upgraded to have one of
Bolt Pistol ‐ 2pts the following 2 handed weapons:
Plasma Pistol ‐ 5pts Bolter ‐ 2pts
Power Weapon ‐ 15pts Storm Bolter ‐ 5pts
Power Fist ‐ 25pts
Lord Grumni may be upgraded to have one of the following:
Carapace Armour (4+ Save) ‐ 5pts
Engineer Armour (3+ Save) ‐ 15pts
Exo‐Armour (2+ Save / 5+ Invulnerable Save) ‐ 25pts
Fixit may be upgraded to have one of the following:
Frag Grenades ‐ 1 pt
Krak Grenades ‐ 2pts
Master Crafted Weapon ‐ 15pts
Melta Bombs ‐ 4pts
26. WARRIOR SQUAD TROOP UNIT SQUATS ONLY 55Pts
The hard headed dedicated and stubborn ‘grunts’ of the Warrior Brotherhood are the heart and soul of any Squat army. Each trooper has made the defence of the Stronghold his sworn profession and will pursue that purpose to the
bitter end. When led by a hero of their kind and armed by the skill of their engineers and weapon smiths there is no enemy in the galaxy they will not defy. In some respects the technical resources of a typical Brotherhood outmatch
those of comparable human forces ‐ as shown in the range of specialist weapons available to them and their greater battlefield flexibility.
WS BS S T W I A Ld Sv
Hearthguard 4 3 3 4 1 2 2 10 5+
Warrior 4 3 3 4 1 2 1 9 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules: Transport:
Infantry Lasgun Stubborn If the squad numbers ten or less it may be mounted in a Rhino for 50pts
Hatred
Unit Composition: Adamantium Will
1 Hearthguard
4 Warriors
Options:
May take up to fifteen additional Warriors for 10pts each.
The Hearthguard leader may take any of the weapon options listed in the Hearthguard entry.
The entire Squad may replace their Lasguns with the following:
Laspistol and Close‐combat Weapon‐ Free
Bolters ‐ 1pt
One Squat may be upgraded with:
Flamer ‐ 5pts
Meltagun ‐ 10pts
Plasmagun ‐ 15pts
A second Squat may be upgraded with:
Grenade Launcher ‐ 12pts
Heavy Bolter ‐ 15pts
Missile Launcher ‐ 20pts
Heavy Flamer ‐ 20pts
Conversion Beamer (Codex: SM pg 70) ‐ 30pts
Lascannon ‐ 35pts
Multi‐Melta ‐35pts
Plasma Cannon ‐ 35pts
The unit may be upgraded to have the following:
Frag Grenades ‐ 5pts
Krak Grenades ‐ 10pts
27. THUNDERER SQUAD TROOP UNIT SQUATS ONLY 55Pts
Such is the Squat tradition of stubborn defence that a warrior cult specialising in this form of warfare has developed among most of the Brotherhoods. Heavy weaponry is virtually idolised among the Thunderers and each piece of
portable artillery is given a name. Each has its history, carefully recorded by successive users to build up a true saga in praise of the weapon. The high degree of engineering skill needed to maintain heavy weapons sometimes inspires
particular groups of Thunderes to design armoured vehicles to mount them. These Squat Tanks can be fielded in support of attacking foot troops or form a defensive strongpoint to bolster the fire of the Thunderers themselves.
WS BS S T W I A Ld Sv
Hearthguard 4 3 3 4 1 2 2 10 5+
Warrior 4 3 3 4 1 2 1 9 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules: Transport:
Infantry Lasgun Stubborn If the squad numbers ten or less it may be mounted in a Squat Rhino for 50pts
Hatred
Unit Composition: Adamantium Will
1 Hearthguard Gun Mount
4 Warriors
Options:
May take up to four additional Thunderers for 10pts each.
The Hearthguard leader may take any of the weapon options listed in the Hearthguard entry.
The entire Squad may replace their Lasguns with the following:
Laspistol and Close‐combat Weapon‐ Free
Bolters ‐ 1pt
Up to four Squats may be armed with the following:
Heavy Bolter ‐ 15pts
Missile Launcher ‐ 20pts
Conversion Beamer (Codex: SM pg 70) ‐ 30pts
Lascannon ‐ 35pts
Multi‐Melta ‐35pts
Plasma Cannon ‐ 35pts
The unit may be upgraded to have the following:
Frag Grenades ‐ 5pts
Krak Grenades ‐ 10pts
Gun Mount: Thunderers that are embarked on their dedicated transport treat their vehicle as open topped for the purposes of shooting.
28. BLUNDERBUSS SQUAD TROOP UNIT SQUATS ONLY 55Pts
The blunderbuss is a muzzle‐loading firearm with a short, large caliber barrel, which is flared at the muzzle and frequently throughout the entire bore, and used with shot and other projectiles of relevant quantity and/or caliber. The
blunderbuss could be considered to be an early form of Imperial shotgun, which was often adapted to military and defensive use. It was effective at short ranges, but lacked accuracy for targets at long range.
WS BS S T W I A Ld Sv
Hearthguard 4 3 3 4 1 2 2 10 5+
Squat 4 3 3 4 1 2 1 9 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules: Transport:
Infantry Blunderbuss Stubborn If the squad numbers ten or less it may be mounted in a Rhino for 50pts
Hatred
Unit Composition: Adamantium Will
1 Hearthguard
4 Squats
Options:
May take up to five additional Squats for 15pts each.
The Hearthguard leader may take any of the weapon options listed in
the Hearthguard entry.
The unit may be upgraded to have the following:
Frag Grenades ‐ 5pts
Krak Grenades ‐ 10pts
Blunderbuss: 18”, STR 4, AP 5, Assault 3
29. RECON SQUAD TROOP UNIT SQUATS ONLY 65Pts
Recon Squads are the Squat equivalent of the Space Marine Scouts, they are there for exploring beyond the area occupied by friendly forces to gain vital information about enemy forces or features of the environment for later analysis
and/or dissemination. Often referred to as Recon Squats or Recon Humans respectively, they spend their time patrolling by troops, ships or submarines, manned/unmanned aircraft, satellites, or by setting up covert observation posts.
WS BS S T W I A Ld Sv
Squat 4 3 3 4 1 2 1 9 5+
Human 3 3 3 3 1 3 1 7 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules:
Infantry Lasguns Move Through Cover
Flak Armour Fleet
Unit Composition: Close‐combat Weapon Hatred
4 Recon Squats Frag & Krak Greandes Adamantium Will
3 Recon Humans Stubborn
Hired Guns
Options:
A single Human and a single Squat may replace their Lasgun with one
of the following:
Bolt Pistol ‐ 2pts
Bolter ‐ 2pts
Plasma Pistol ‐ 5pts
Storm Bolter ‐ 5pts
Flamer ‐ 5pts
Meltagun ‐ 10pts
Plasmagun ‐ 15pts
Heavy Flamer ‐ 20pts
30. TRENCHERS TROOP UNIT SQUATS ONLY 55Pts
The trenchers are squads of Squats which specialise in trench warfare, whilst known for their fantastic tactical usages of trenches they are also known and feared for their powerful Trenchguns. A Trenchgun was a pump‐action
shotgun with an external hammer and tube magazine manufactured by the Squats themselves. The Trenchgun was an evolution of the standard Imperial Guard shotgun. There were many advantages of the Trenchgun over the
standard shotgun, for example sacrificing strength for sheer stopping power. Special length barrels could be ordered in lengths as short as 20 inches, and as long as 36 inches. Since the time the Trenchgun was first manufactured it has
been used by Imperial Guardsmen, Arbites, and Rogue Traders.
WS BS S T W I A Ld Sv
Hearthguard 4 3 3 4 1 2 2 10 5+
Trencher 4 3 3 4 1 2 1 9 5+
_____________________________________________________________________________________________________________________________________________________
Unit Type: Wargear: Special Rules: Transport:
Infantry Trenchgun Stubborn If the squad numbers ten or
Trench Hammer Hatred less it may be mounted in a
Unit Composition: Adamantium Will Rhino for 50pts
1 Hearthguard Trenchers
4 Trenchers
Options:
May take up to five additional Squats for 15pts each.
The Hearthguard leader may take any of the weapon options listed in
the Hearthguard entry.
The unit may be upgraded to have the following:
Frag Grenades ‐ 5pts
Krak Grenades ‐ 10pts
Trenchgun: 24”, STR 4, AP 4, Assault 1 OR 12”, STR 4, AP 4, Assault 2 OR 6”, STR 4, AP 4, Assault D6
Trench Hammer: Close‐combat weapon with the Concussive universal special rule.
Trenchers: Whilst in a cover, Trenchers benefit from a +2 to their cover save if they haven’t moved that turn.