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).
| (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 |
| Cost | |||||
|---|---|---|---|---|---|
| Type | Core Units | S | M | L | Upgrades |
| Berserker | One Hearthguard and five Berserkers | 175 | 300 | 425 |
|
| Thunderer | Five Thunderers | 225 | 400 | 575 |
|
| Warrior | One Hearthguard and nine Warriors | 250 | 450 | 650 |
|
| (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 |
|
| 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 |
|
| Gyrocopter Wing | Any three of the following units: Iron Eagle, Steel Hawk, War Hawk |
225 | 375 | 525 |
|
| 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 |
| (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 |
|
| Leviathan | One Leviathan | 400 | n/a | n/a | None |
Squat Forces
- EA(+1)
- MW
- Supreme Commander
- 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.
- Infiltrator
- Mounted
- Inspiring
- Leader
- IC
- Ind
Counts as two units for the purposes of being transported.
Counts as two units for the purposes of being transported.
Counts as two units for the purposes of being transported.
- Ind
Counts as two units for the purposes of being transported.
- EA(+1)
- MW
- Commander
- Inspiring
- Leader
- Reinforced Armour
- Thick Rear Armour
Counts as two units for the purposes of being transported.
One unit in every two has an Missile Launcher.
- MW
- FS
- MW
- Commander
- Leader
- MW
- EA(+1)
- MW
- Fearless
- Walker
- EA(+1)
- MW
- Fearless
- Walker
- Scout
- Skimmer
- Scout
- Spotter
- Support Craft
- Transport
May transport two infantry units (except Terminator units) without Jump Packs or Mounted.
- MW
- Scout
- Skimmer
- Transport
- Tunneler
May transport two infantry units without Jump Packs or Mounted.
- MW
- Scout
- Skimmer
- FxF
- Dir
- MW
- FwA
- FxF
- IC
- 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+.
- FxF
- TK(D6+1)
- FxF
- TK(D3)
- EA(+1)
- TK(D6)
- 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+.
- 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+.
- FxF
- Dir
- MW
- 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.
- FxF
- Dir
- MW
- Left
- 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+.
- Damage Capacity 2
- Transport
- Tunneler
Critical Hit Effect: Destroyed. May transport ten infantry units without Jump Packs or Mounted.
- FwA
- Left
- Right
- RrA
- FxF
- 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+.
- FwA
- Damage Capacity 1
- Transport
- 1 Void Shield
May transport six infantry units without Jump Packs or Mounted.
- Ind
- MW
- SS
- Damage Capacity 1
- 1 Void Shield
- FwA
- IC
- Damage Capacity 1
- 1 Void Shield
- FwA
- Damage Capacity 1
- 3 Void Shields
The unit can repair one additional void shield in the end phase of each turn.
- Damage Capacity 1
- 1 Void Shield
- Ind
- MW
- Damage Capacity 1
- 1 Void Shield
- 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.