Here are some initial stats for the Squat army from CJ20. CJ21 is supposed to have knights for both Imperium and Eldar. Q&A Notes: 1) Rampagers are only forced to hold their ground if they are in base contact. If a det with Rampagers lose a fight you only lose those. The ones not in base contact *are* allowed to retreat with the rest of the det. Naturally, if they still can't get out of 15 they die as usual. 2) Snap-fire is *always* rolled as d6 v armor. Anti-tank doesn't help you. This only affects Emil really since Flak is essentially long-range snap-fire v aircraft. Yes, this does limit the effectiveness of your Fire Prism, but now just think of it as a 1/2 Land Raider with the Flak as a bonus, not a role. Sean U --- Forwarded mail --- OK here goes the first batch of bits on the 'official' squat list from Citadel Journal 20 by Warwick Kinrade. Dealing with infantry to start with. Unit Speed Range FP Assault Armour Special Warrior 10cm 30cm 1 2 4+ Thunderers As Warrior + Heavy Weapons Berserkers As Warriors + Assault Hearthguard As Warriors + Save Warlord As Warriors + Hero Living Ancestor As Warriors + Psyker Ancestor Lord As Warriors + Hero, Commander, Psyker Stronghold Lord As Warriors + Hero, Commander Vehicles Rhino 30cm n/a 0 0 5+ Transport (2) Guild Bike 35cm 15cm 1 2 4+ Guild Trike 30cm 30cm 2 1 4+ Robots 15cm 45cm 1 2 6+ Rapid Fire. Termite 10cm n/a 0 1 6+ Transport(1), Rampage Mole 10cm n/a 0 3 6+ Transport(4), Rampage RULES: Termites and Moles operate exactly like Drop Pods, except the model replaces the Drop Pod counter and may continue to act with the rest of it's detachment. You can't use them as Drop Pods in the planetary assault scenario. Like Drop Pods they always count as reserves. Artillery Support Weapon 10cm 45cm 2 0 4+ Artillery Goliath 5cm 25-125cm 0 0 5+ Artillery, Mega Cannon Thunderfire 10cm 45cm 3 0 5+ Flak Air Wing Iron Eagle 35cm 30cm 3 2 5+ Skimmer Overlord 15c 30cm 8 4 6+ Skimmer, Save, Close Support. War Engines will have to wait I'm afraid SQUAT STRONGHOLD DETACHMENT Command You must choose a commander 1 Detachment HQ(See Notes)....+25 points Up to 1 Warlord............................15points Consists of 1 Squat Unit (Hero) Extra cost to: Upgrade to a veteran(Stubborn)...+2points Up to 1 Living Ancestor................15points Consists of 1 Squat Unit (Psyker) MAIN FORCE Choose up to 10 squads form the following list. Hearthguard squad.....................13points Consists of 1 Squat Unit (save) Extra cost to: Upgrade to veterans(Stubborn)...+2 points Squat Warrior Squad....................9 points per unit Consists of 1 or 2 Squat units Extra cost to: Upgrade to veterans (stubborn) ..+2 points per unit. Upgrade to Thunderers* (Hvy Wpns).+7points per unit Upgrade to Berserkers* (Assault)........+2 points per unit (* choose one upgrade only) Guild Robot Squadron.....................24points per unit Consists of 1 to 5 Robot units SUPPORT Choose up to 10 units from the following list, but you may not exceed the number of choices made on the main force list. Guild Bike Squadron ..........10 points per unit Consists of 1 to 5 Bike units Guild Trike Squadron...........14 points per unit Consists of 1 to 3 Trike units Rhino.....................................7 points Support Weapon Battery 15 points per unit Consists of 1 to 3 support weapons Overlord Armoured Airship.....62 points Thunderfire............................31 points Notes: Any unit in the detachment, except robots, may be designated as the Detachment HQ subject to the detachment's chain of command. Robots cannot be the commander at any time. CHAIN OF COMMAND: Warlord>LIving Ancestor>Hearthguard>Any other unit. I'll post the Artillery, Super Heavy, Tunneller, Airwing, Land train, and stronghold lord detachment lists later. Any questions, then fire away, and I'll try to answer them, BUT I haven't had chance to playtest this yet. --- End of forwarded mail --- CJ20 came in yesterday. I took a look at the Squat list and it looks pretty good. Anyway I couldn't get to the photocopiers last night but will certainly make it over the weekend. In the meantime, Dan and I are playing Warhammer40K at my apt Saturday. If anyone would like to come over and look at the Squat rules before they go back to the Bay Area you're welcome. 2415 Mohawk St Apt 106. 1 Block South of Colorado between Sierra Madre and Altadena. 626.577.8456 for directions if needed. Quickly little Squat notes: *you've all already seen the troops *Colossus has 2 Mega-Cannon, hvy barrage, weapon battery *Cyclops has heavy barrage, weapon battery, d3+3 deathray shot [1 target] Note A -- the "fire down the barrel" is a special rule and what happened to special rules? Note B -- costs almost 600 pts but can *paste* titans even better than before *especially* if the shields are low/down. Mmmm, Dominatrix. Mmmm, biotitan. Mmmm, Lord of Battles. *Land Train is similar to before. Engine has mega-cannon [?] then you add Battlecars. Each car adds to Void Shields and DC. Dragon has close support, Berserker has Transport(3) but no free berserkers, Mortar is [hvy?] barrage, and Bomb has Vortex Missile. *Squat get termites/moles but use the "drop pod" rules for deployment -- much more effective now! *Confirmed. The Overlord and Gyro are skimmers. Squat have *no* airpower at all. Fortunately the thunder-fire is pretty nice. Sean U