Squat 'Race' Characteristics:
- Resolute, tough, strong-minded
- Unlikely to fall back or be affected by negative psychology
- High tendancy to hold grudges ('Book of Grudges'??)
- Naturally resiliant to opponent's pychic powers
- Few psychic powers / psykers in army
- Ancestor Lord will be only psyker
- Squat psychic powers will be defensive and/or synergistic (ie upgrading troop charactistics or powers, similar to Eldar Doom & Guide powers)
- Mechanically & technologically highly adept (with particular aptitude toward plasma and energy weapons)
- Subterranean dwellers
Squat Technology:
- Widespread use of tunnelling machines (Termite transports etc) - all transports arrive from deepstrike in a similar way to Space Marine Drop Pods (ie half arrive on turn one, rest arrive from reserve)
- Tunnellers cause hits (large blast template?) on opposing models when arriving
- Opponent's vehicles stand chance of falling into subterranean tunnels, depending on number of tunnellers in Squat army
- Use of air balloons & air-ships - slow moving but stable weapon platforms
- Reconnaisance 'Spotter' air balloon allows units out of line-of-sight to use balloon's LoS for targetting blasts & barrages
- Light infantry armour (5+)
- Unit upgrade to provide 3+ / 4+ (?) cover save (vs. ballistic shots only) from 'energy bubble generator'
- Sappers (scouts) allow areas of terrain to be secretly nominated as difficult/dangerous and booby-trapped land
As I start developing rules and stats for individual units, I will use the above characteristics as a general guide, and flesh out some of those points in more detail to hopefully make a really unique army!
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