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Warlord Games: New Ghar Battle Squad & Assault Squad


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Paul at Warlord Games Sponsoring Member of TMP of Warlord Games writes:

You've All Been Waiting for Them & This Week, They're Finally Here!

Ghar Collage

Where the majority of advanced Antarean civilizations have long since progressed to a post-mechanical age based upon structural suspensor technology, the technically backward Ghar Empire have no understanding or liking for such things.

Instead, Ghar war-machines have crude mechanical interfaces, with metal moving against metal activated by physical transmission, hydraulics and magnetic couplings. Ghar crew rely upon neural interfaces and spinal plugs, as well as crude photoelectric and even mechanical activators.

Ghar Battle Squad

Taking to the battlefield encased within lumbering multi-legged armored suits, the Ghar rely heavily upon plasma reactors to power their suits – channeling raw plasma via wildly fluctuating magnetic power lines.

Likewise, their armor is less advanced than many of the other factions which inhabit Antarean space – they use thick layers of rigid materials, as opposed to nano-cored composites or the advanced shield technology of the likes of the C3 forces.

The resultant weight of their crude armor is overcome by the tremendous power generated by their plasma reactors. Overall it is a recipe for disaster, although whether for the Ghar or their enemies is anyone's guess.

Ghar Battle Squad

Ghar Battle Squad2

Ghar military formations are built around units of battle-armored infantry armed with standard claws and multi-functional scourer cannons. These troops make up the overwhelming proportion of Ghar forces, together with other battlesuited troopers carrying specialized arms of one kind or other. Ghar battle armor is in many ways more like a small vehicle than conventional armor, a self-contained fighting machine whose pilot occupies a tiny cell within it and interfaces with the machine by means of neural implants.

Ghar Battle Squad3

Ghar Assault Squad

Ghar Assault Squad

Assault Squads instead wear battlesuits fitted with the more powerful Plasma Claws – designed to tear the enemy apart at close quarters.

The Ghar's battlesuit feeds plasma from its unstable plasma reactor into magnetic containment fields built into the claw. Whilst unpredictable, this gives any Ghar so equipped the potential means to tear through most defenses it is likely to encounter… and if it happens to encounter enemy troops or vehicles along the way, they can just as easily be dealt with.

Ghar Assault Squad2

If you're new to Beyond the Gates of Antares, and are looking to get started collecting a Ghar force – there's no better place to start than with the rulebook and the Ghar Empire Starter Army &ndash, which, at just £50.00 GBP, contains everything you need to get started!

  • Two Plastic Battle Squads (3 walkers each) – (368 points)
  • Plastic Assault Squad (3 walkers) – (184 points)
  • Metal Ghar Outcast Squad (6) with Disruptor Cannon – (67 points)
  • Metal Ghar Flitter Shard (4) – (20 points)

This can comfortably be built into a 750-point Skirmish Force by adding in Army Options (from page 159 of the rulebook) and upgrading with squad options from the Ghar Army List (pages 168-171).

Ghar Army Box

And of course – if the Ghar don't tempt you into their ranks, why not check out some of our other recently launched Army Deals for Beyond the Gates of Antares – all of which have been designed as the ideal starting point for new players!

For more information

Text edited by Personal logo Editor Dianna The Editor of TMP
Graphics edited by Editor Hebber
Scheduled by Personal logo Editor in Chief Bill The Editor of TMP Fezian