Skip to main content.

Grindel Stronghold Squat Army List

Steadfast and dauntless to the very end, the Grindel Stronghold was the last bastion of the Homeworlds to fall to the abomination that was Hive Fleet Onachus.

Forces

The Grindel Stronghold Squat Army List uses the datasheets from the Squat Forces section.

Using The Army List

Grindel Stronghold Squat formations come in three types: brotherhoods, support formations and war engines. Each brotherhood you include in the army allows you to field two support formations. Although you can only take a support formation if you first take a brotherhood, they are treated as separate independent formations during a battle and do not have to move around together. You can take any number of war engine formations so long as no more than one third of the points available is spent on them. Finally, Squat Individuals are special characters which may only be taken once by the army. The rules for using each individual are listed in the Notes column.

The army list includes the following information:

Type
The name of the formation.
Core Units
The units that make up the formation. The core units of a formation may be doubled or tripled. A formation with the normal number of core units is called a small (S) formation, a formation with double the number of core units is called a medium (M) formation, and a formation with triple the number of core units is called a large (L) formation.
Cost
The point costs of a formation are listed under S, M and L (the costs for a small, medium or large formation, respectively).
Upgrades
A formation may add any of the units noted here for their listed cost. If there is a limit on the number of units that may be added or replaced then this limit is doubled for medium formations and tripled for large formations.
All of a formation’s core and upgrade units count as being part of one formation. The different units may not activate on their own.

Iron-willed

All formations except for Guild Robot Squadrons receive a +1 modifier to their Rally tests.

Squat Transports

If a Squat Brotherhood takes Rhino upgrades it must be the minimum number required to transport the entire formation after all other upgrades have been added. The same holds true for Termite and Mole upgrades. While Termites and Moles may be taken together, Rhinos may not be taken with Termites and Moles.

Grindel Stronghold Squat Army Epic Tournament Special Rules

Guild Robot Squadron
Units in Guild Robot Squadron formations may not capture objectives.
Moles
In tournament games, Moles may only transport units from their own formation (the rules in Transport War Engines do not apply to them).

Grindel Stronghold Squat Army List

Grindel Stronghold Squat armies have a strategy rating of 2. All formations have an initiative rating of 2+, but may receive a modifier to their Rally tests (see Iron Willed).

Squat Individuals
(Up to one of each type of individual may be taken per army.)
Type Notes Cost
0–1 Grand Warlord Add one Grand Warlord character to a Warlord, Guildmaster or a unit in a War Engine formation. +50 points
0–1 Living Ancestor Add one Living Ancestor character to a Warlord or a unit in a War Engine formation. +50 points
Brotherhoods
Cost
Type Core Units S M L Upgrades
Berserker One Hearthguard and five Berserkers 175 300 425
  • Add the number of Rhinos required to transport the formation for +10 points each
  • Add the number of Termites or Moles required to transport the formation for +10 or +25 points each, respectively
  • Add any number of Berserkers for +20 points each
Thunderer Five Thunderers 225 400 575
  • Add the number of Rhinos required to transport the formation for +10 points each
  • Add the number of Termites or Moles required to transport the formation for +10 or +25 points each, respectively
  • Add up to three Rapiers for +25 points each
  • Add any number of Thunderers for +40 points each
  • Add up to one Hearthguard for +50 points
Warrior One Hearthguard and nine Warriors 250 450 650
  • Add the number of Rhinos required to transport the formation for +10 points each
  • Add the number of Termites or Moles required to transport the formation for +10 or +25 points each, respectively
  • Add any number of Warriors for +20 points each
  • Add up to three Rapiers for +25 points each
  • Replace one Hearthguard with a Warlord for +25 points
Support Formations
(Each brotherhood you include in the army allows you to field any two support formations.)
Cost
Type Core Units S M L Upgrades
Air Attack Corps One Overlord 250 450 650 None
Artillery Battery Any five of the following units:
Mole Mortar, Tarantula, Thudd Gun
150 275 375
  • Add any number of the following units for +25 points each: Mole Mortar, Tarantula, Thudd Gun
Guild Robot Squadron Any five of the following units:
Colossus Class Robot, Conqueror Class Robot
200 n/a n/a None
Guild Squadron One Guildmaster and five Guild Bikers 150 250 350
  • Add any number of Guild Bikers for +20 points each
  • Replace any number of Guild Bikers with an equal number of Guild Trikes for +5 points each
Gyrocopter Wing Any three of the following units:
Iron Eagle, Steel Hawk, War Hawk
225 375 525
  • Add any number of the following units for +50 points each: Iron Eagle, Steel Hawk, War Hawk
Super-Heavy Artillery Battery One Goliath 200 300 400 None
Thunderfire Battery Two Thunderfires 150 n/a n/a Add up to one Thunderfire for +25 points
War Engines
(Up to a third of the points available may be spent on these formations.)
Type Core Units S M L Upgrades
Colossus One Colossus and one Recon Iron Eagle 600 n/a n/a None
Cyclops One Cyclops 600 n/a n/a None
Land Train One Land Train with a Berserker Battlecar character 275 n/a n/a
  • Add up to three Berserker Battlecar characters for +50 points each.
  • Replace between one and four Berserker Battlecar characters with any of the following characters:
    • Dragon, Skyhammer or Mortar Battlecar for +25 points
    • Iron Eagle Battlecar (and one Recon Iron Eagle), or Fire Shield for +50 points
    • Bomb Battlecar for +75 points
Leviathan One Leviathan 400 n/a n/a None

Squat Forces

Grand Warlord CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Supreme Commander
Living Ancestor CH n/a n/a n/a n/a
-
  • Inspiring

The formation that includes the Living Ancestor may ignore the -1 Action test penalty when it tries to retain the initiative. If added to an infantry unit the Living Ancestor will also have the invulnerable save ability.

Berserkers INF 15cm 6+ 4+ 5+
Bolt Pistols (15cm)
Small Arms
  • Infiltrator
Guild Bikers INF 35cm 5+ 4+ 5+
Lasguns (15cm)
Small Arms
  • Mounted
Hearthguard INF 15cm 5+ 4+ 5+
Heirloom Weapons 30cm
AP5+/AT5+
  • Inspiring
  • Leader
Mole Mortar INF 10cm - 6+ 6+
Mole Mortar 30cm
1BP
  • IC
  • Ind

Counts as two units for the purposes of being transported.

Rapier INF 10cm - 6+ 5+
Laser Destroyer 45cm
AP6+/AT4+

Counts as two units for the purposes of being transported.

Tarantula INF 10cm - 6+ 6+
2× Lascannon 45cm
AT5+

Counts as two units for the purposes of being transported.

Thudd Gun INF 10cm - 6+ 5+
Thudd Gun 45cm
AP4+/AT6+
  • Ind

Counts as two units for the purposes of being transported.

Thunderers INF 15cm 6+ 6+ 4+
Missile Launcher 45cm
AP5+/AT6+
2× Twin Heavy Bolter 30cm
AP4+
Warlord INF 15cm 4+ 4+ 5+
Bolters (15cm)
Small Arms
Power Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Inspiring
  • Leader
  • Reinforced Armour
  • Thick Rear Armour

Counts as two units for the purposes of being transported.

Warriors INF 15cm 6+ 5+ 5+
Missile Launcher 45cm
AP5+/AT6+
Lasguns (15cm)
Small Arms

One unit in every two has an Missile Launcher.

Guild Trike LV 35cm 5+ 6+ 5+
Multi-melta 15cm
MW5+
and (15cm)
Small Arms
  • MW
Guildmaster LV 35cm 4+ 5+ 6+
Bolters (15cm)
Small Arms
Power Lance (bc)
Assault Weapons
  • FS
  • MW
  • Commander
  • Leader
Colossus Class Robot AV 15cm 5+ 5+ 5+
Heavy Bolter 30cm
AP5+
Multi-melta 15cm
MW5+
and (15cm)
Small Arms
  • MW
Power Fist (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Walker
Conqueror Class Robot AV 15cm 5+ 5+ 5+
Autocannon 45cm
AP5+/AT6+
Heavy Bolter 30cm
AP5+
Power Fist (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Walker
Iron Eagle AV 35cm 4+ 6+ 4+
Stub Battle Cannon 45cm
AP4+/AT4+
Rapid Fire Autocannon 45cm
2× AP5+/AT6+
  • Scout
  • Skimmer
Recon Iron Eagle AV 35cm 4+ 6+ 4+
Stub Battle Cannon 45cm
AP4+/AT4+
Rapid Fire Autocannon 45cm
2× AP5+/AT6+
  • Scout
  • Spotter
  • Support Craft
Rhino AV 30cm 5+ 6+ 6+
Storm Bolter (15cm)
Small Arms
  • Transport

May transport two infantry units (except Terminator units) without Jump Packs or Mounted.

Steel Hawk AV 35cm 4+ 6+ 4+
Battlehammer Rockets 15cm
1BP
Twin Multi-melta 15cm
MW4+
and (15cm)
Small Arms
  • MW
  • Scout
  • Skimmer
Termite AV 20cm 5+ 5+ -
-
  • Transport
  • Tunneler

May transport two infantry units without Jump Packs or Mounted.

Thunderfire AV Immobile 5+ 6+ 3+
Twin Battle Cannon 75cm
AP3+/AT3+
Thunderfire 60cm
AA4+
War Hawk AV 35cm 4+ 6+ 5+
Doom Anvil Missiles 45cm
AT3+
  • MW
Heavy Bolter 30cm
AP5+
  • Scout
  • Skimmer
Colossus WE 15cm 4+ 5+ 4+
Doomsday Cannon 90cm
3BP
  • FxF
  • Dir
  • MW
4× Rapid Fire Battle Cannon 75cm
2× AP4+/AT4+
  • FwA
Thunderer 30cm
AP3+/AT4+
  • FxF
  • IC
4× Plasma Missile 45cm
2BP
  • FwA
  • Ind
  • SS
  • Damage Capacity 5
  • Fearless
  • Reinforced Armour
  • Thick Rear Armour
  • 6 Void Shields

Critical Hit Effect: The unit takes an extra point of damage and is immobilized. Subsequent critical hits destroy the unit and all units within 5cm of the model suffer a hit on a roll of 4+.

Cyclops WE 15cm 4+ 5+ 4+
Hellfury Cannon 90cm
MW2+
  • FxF
  • TK(D6+1)
Rapid Fire Battle Cannon 75cm
2× AP4+/AT4+
Melta Cannon 30cm
MW2+
  • FxF
  • TK(D3)
and (15cm)
Small Arms
  • EA(+1)
  • TK(D6)
6× Doomstorm Missile 45cm
1BP
  • FwA
  • Ind
  • SS
  • Damage Capacity 5
  • Fearless
  • Reinforced Armour
  • Thick Rear Armour
  • 5 Void Shields

Critical Hit Effect: The unit takes an extra point of damage and will take an extra point of damage whenever the Hellfury Cannon misses. Subsequent critical hits destroy the unit and all units within 5cm of the model suffer a hit on a roll of 4+.

Goliath WE 5cm 6+ 6+ 6+
Mega Cannon 150cm
3BP
  • IC
  • Ind
  • Damage Capacity 2

This unit must fire indirectly or not fire at all. Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 4+.

Land Train WE 15cm 4+ 5+ 4+
Doomsday Cannon 90cm
3BP
  • FxF
  • Dir
  • MW
Rapid Fire Battle Cannon 75cm
2× AP4+/AT4+
Rapid Fire Battle Cannon 75cm
2× AP4+/AT4+
  • FxF
  • Damage Capacity 2
  • Fearless
  • Reinforced Armour
  • Thick Rear Armour
  • 2 Void Shields

Characters added to this unit add their damage capacity and void shields to the unit’s respective starting values of each. Critical Hit Effect: Choose a random character added to this unit and remove it, remembering to reduce the unit’s starting damage capacity and void shields values. The unit is immobilized for its next activation or withdrawal. If the unit doesn’t have any characters added to it then it is destroyed.

Leviathan WE 15cm 4+ 5+ 4+
Doomsday Cannon 90cm
3BP
  • FxF
  • Dir
  • MW
Battle Cannon 75cm
AP4+/AT4+
3× Twin Lascannon 45cm
AT4+
  • Left
3× Twin Lascannon 45cm
AT4+
  • Right
  • Damage Capacity 5
  • Fearless
  • Reinforced Armour
  • Transport
  • Thick Rear Armour
  • 4 Void Shields

May transport twenty-four infantry units without Jump Packs or Mounted. Critical Hit Effect: The unit takes a point of damage and D3 units of the player’s choice that are being transported are destroyed. Subsequent critical hits destroy the unit and all units within 5cm of the model suffer a hit on a roll of 4+.

Mole WE 20cm 5+ 5+ -
-
  • Damage Capacity 2
  • Transport
  • Tunneler

Critical Hit Effect: Destroyed. May transport ten infantry units without Jump Packs or Mounted.

Overlord WE 20cm 4+ 6+ 4+
2× Battle Cannon 75cm
AP4+/AT4+
  • FwA
Battle Cannon 75cm
AP4+/AT4+
  • Left
Battle Cannon 75cm
AP4+/AT4+
  • Right
2× Battle Cannon 75cm
AP4+/AT4+
  • RrA
2× Twin Autocannon 45cm
AP4+/AT5+
  • FxF
Melta Bombs (15cm)
Small Arms
  • MW
  • Damage Capacity 3
  • Invulnerable Save
  • Reinforced Armour
  • Support Craft

Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 5+.

Berserker Battlecar CH n/a n/a n/a n/a
Rapid Fire Autocannon 45cm
2× AP5+/AT6+
  • FwA
  • Damage Capacity 1
  • Transport
  • 1 Void Shield

May transport six infantry units without Jump Packs or Mounted.

Bomb Battlecar CH n/a n/a n/a n/a
Rad Bomb Unlimited
6BP
  • Ind
  • MW
  • SS
  • Damage Capacity 1
  • 1 Void Shield
Dragon Battlecar CH n/a n/a n/a n/a
Firethrower 30cm
4× AP4+/AT5+
  • FwA
  • IC
  • Damage Capacity 1
  • 1 Void Shield
Fire Shield Battlecar CH n/a n/a n/a n/a
Rapid Fire Autocannon 45cm
2× AP5+/AT6+
  • FwA
  • Damage Capacity 1
  • 3 Void Shields

The unit can repair one additional void shield in the end phase of each turn.

Iron Eagle Battlecar CH n/a n/a n/a n/a
-
  • Damage Capacity 1
  • 1 Void Shield
Motar Battlecar CH n/a n/a n/a n/a
Siege Mortar 45cm
1BP
  • Ind
  • MW
  • Damage Capacity 1
  • 1 Void Shield
Skyhammer Battlecar CH n/a n/a n/a n/a
Ack-Ack Missiles 45cm
2× AA4+
  • Damage Capacity 1
  • 1 Void Shield

Directed

Directed weapons do not require a line of fire to enemy units that a Spotter (see Spotter) in their unit’s formation has a line of fire to. If firing without a line of fire at one of these units then the weapon has a minimum range of 30cm.

Spotter

A Spotter allows Directed weapons (see Directed) on units in their formation to fire at enemy units that it has a line of fire to.

Go back to main content.