SQUATS

By Alfred Nuñez, Jr.

Squats have always been a favourite Warhammer 40,000 army of mine since they were described in the days of first edition. The Squats combined elements of Space Marines and Imperial Guards with a couple of unique elements of their own. Unfortunately, there does not seem to be enough of these unique elements for GW to continue the Squats as they are currently.

This article has several purposes. The first is to provide the Squat fans out there a codex which they can use to field an army in any unofficial third edition 40K battle. The second is to allow those individuals (like myself) who have collected Squat miniatures and other, older 40K miniatures to use them in battle even though other armies have forsaken them (e.g., Rapiers and Tarantulas). The final purpose of this piece is to generate some sales for the GW Archives service by convincing 40K players to purchase Squat miniatures to fill out the ranks of whatever Squat army they began long ago.

The background presented herein is a slight variant from that which appeared in the old Warhammer 40,000 Companion that was published during the hey days of first edition.

 

AGE OF STRIFE

The Age of Exploration witnessed the expansion of Humanity throughout the galaxy. Some colonists even ventured into the systems that were located close to the galactic core. The planets there became known as "Forge Worlds near the Core" as they were rich in metallic ore of the kinds that the Galactic Empire of Humanity needed to fuel its continual growth. The colonists on these Forge Worlds had to be very hardy as the gravitation force on these planets were substantially higher than that faced upon Earth.

Interstellar travel through the Warp was essential for the movement of supplies and material between the planets near the core and the Solar System (where the destination of processed ore was either Earth or Mars). Warp storms are one of the greatest of hazards to spacecraft that ply their way from one system to the next. Most are unexpected with varied duration. One series of storms lasted for ten thousand years and isolated the various Human worlds from one another. Shortages of supplies and foodstuffs brought forth a time of war, famine, and death. Billions of Humans perished in the Solar system alone. During this time, a man of foresight, knowledge, and extraordinary power began his ascent to the pinnacle of power. Once the Warp Storms abated, the Emperor sent forth his Space Marine and Imperial Guard armies to rediscover these lost worlds and bring them into the Imperium that he had created.

 

REDISCOVERY

Leman Russ and his Space Wolf chapter were the first to reach the Forge Worlds near the Core. They discovered that the original colonists had adapted to the conditions of their world by becoming shorter in stature, but more powerfully built than Human colonists on other worlds and Earth. It was Leman Russ who first used the term "Squats" to refer to these "no-longer-quite-Human" people. In their ten thousand year isolation, the Squats developed into a highly mechanical and industrial society on the planets they called "Home Worlds." Unlike the Hive World societies, the Squats had become highly proficient in utilising waste material so as not to heavily pollute their worlds with toxic pollutants.

The Squats and Space Wolves hit it off well. The ferocity of the Space Wolves were a match for the tenanciousness of the Squats and each impressed the other during "hunts" for the powerfully-clawed Ambulls that lived in the underground cavern and tunnels of the Home World. The potent varieties of ale brewed by the Squats played no small part in the alliance that came out of the encounter between Space Marine and Abhuman. In fact, the Squats will only ally themselves with either Space Wolves or Imperial Guards.

In their search for the templates of ancient machinery, several Adeptus Mechanicus accompanied the Space Wolf mission to the Home Worlds. There they found that the Squats were utilising large tracked vehicles in their mining operations. Some of these were modified with twin-linked laser cannons mounted on their sides. These modifications came during the Squat wars against Orkish invaders in the recent millennia. In addition, the Squats had developed an highly-efficient fuel from a semi-liquid ore they called Eiktane that they used for the large industrial vehicles as well as their two- and three-wheeled personal and motorized vehicles (some of which were modified with forward-firing weapons).

Both the Adeptus Mechanicus and Space Wolves were interested in using the templates of the Squat vehicles to further the arsenal of the Space Marines in general, as well as their fuel. The Squats were tough negotiators and not easily intimidated. Eventually, a deal was struck where the Squats would receive foodstuffs and other supplies (like discarded weapon systems) for ore (including Eiktane) and the schemata for what became Land Raiders, Bikes, and Attack Bikes. Some Squat Engineers agreed to migrate to the Adeptus Mechanicus’ home world of Mars in order to bequeath their mechanical knowledge on the Order.

 

HOME WORLDS IN THE 41ST CENTURY

The Squat Home Worlds are places of vast mineral wealth and not much else. One has to be a Squat to enjoy the "beauty" of what could best be described as a large rock that is their planet. The surface portions of their cities or "Holds" is considerably smaller than the vast underground vaults and chambers where most Squats reside and labour in the mines.

Each Squat is a member of their respective clan or extended family. Clans are led by the oldest Squat known as the Clan Elder. Clans that are tied to others by blood form larger entities known as Brotherhoods. These Brotherhoods may be found in one Hold or across several nearby Holds. The respective Clan Elders of the Brotherhood comprise the Council that advises their Squat Lord in all matters from political to military to commerce. The Squat Lord is elected by the Council and serves for the duration of their life.

Squats revere their ancestors much as Space Marines do their Primarch. Those that are especially attuned to the ancestors and endowed with great psychic power are the Ancestor Lords. Generally, there is only one Ancestor Lord in a Brotherhood at any given time. Although the typical Squat lives for an equivalent of two hundred standard years, the Ancestor Lord may live many times longer. Their spiritual nature is such that Ancestor Lords are exempt from serving as a Clan Elder. When an Ancestor Lord perishes, the psychic power of one of his nearest kin awakens and they succeed their forebearer as the new Ancestor Lord.

Squats are also similar to Space Marines in that their veteran warriors are elevated to a special status of Heathguards. Heathguards form the personal guard of the Squat Lord and Clan Elders. In times of war, they become the elite of the Warlord’s army (or Commander’s forces) as well as his bodyguard. The Warlord is chosen by the Squat Lord from among the most able of the Clan Leaders. Commanders are the officers of the warlord and usually lead a portion of the larger army.

Squat Brotherhoods may enter into partnerships or alliances with other Brotherhoods in an arrangement that are called Leagues. The head of a League is considered as a High Lord who acts in a function similar to a Brotherhood Lord. Squat Leagues are highly competitive. Some have even gone to blows against another to settle such mundane things as mining claims and trade disputes. Only when an external threat (such as Elder or Orks) invades their system will Squat Leagues put aside their competitive nature and join together against the common enemy.

 

SQUAT ARMOURY

Characters may have up to two single-handed weapons, or a single-handed two-handed weapon. You may also pick 100 points worth of wargear per model but no model may be given the same item twice. Models wearing Exo-armour can only use wargear and weapons marked with a ‘*’. All wargear and weapons must be represented on the model.

SINGLE-HANDED WEAPONS

Bolt Pistol...............................….....…...1 pt

Close combat weapon...........……..........1 pt

Hand Flamer………………….…..…...3 pts

Las Pistol...........................…...first one free

.......additional...................…...….....…..1 pt

Plasma Pistol......................…..........….4 pts

Power Fist..........................…....…..…25 pts

Power Weapon*................….......…...15 pts

TWO-HANDED WEAPONS

Bolter*.................................….….......2 pts

Flamer……………….……………….5 pts

Las Gun..................................….….... 1 pt

Melta Gun…………….....………….10 pts

Plasma Gun……………….………….6 pts

WARGEAR

Carapace Armour (4+ save).....…...........5 pts

Engineer Armour (engineer only, 3+ save)

......................................….............15 pts

Exo-Armour* (Does not include weapons, independent characters only).….........25 pts

Frag Grenade.........................…...........1 pt

Hold Banner (standard bearer only)...20 pts

Krak Grenade.....................…....…........2 pts

Master Crafted Weapons*....................15 pts

Medi-Pack (medic only)..........….…....25 pts

Melta Bombs............................….........4 pts

Squat Bike (independent characters only)

...........................................……....21 pts

Targeting Scanner (guildmaster and engineer only)..............................…...15 pts

Engineer Armour: Engineer armour is built by the Guild and offers protection equal to a Space Marine’s power armour (3+ save).

Master Crafted Weapon: A master-crafted weapon follows the normal rules for the weapon, except the player may re-roll one failed to hit roll per turn. Master-crafted weapons are taken as an upgrade for a weapon already carried by a model . The cost in the Wargear section is in addition to the cost of the weapon. Only the upgrade costs are taken against the 100 point limit on wargear for the model.

Medi-Pack: These are used by Squat Medics to assist the wounded in battle. Medi-Packs allow the Squat player to ignore the first failed saving throw each turn for the unit to which the Medic is a member. The Medi-Pack may not be used on any model unfortunate enough to suffer "Instant Death" (one who was hit by a weapon with twice its Toughness) or hit by a weapon that allows no save. It may also not be used if the Medic is in base contact with an enemy model.

Squat Bike: Squat bikes are fitted with twin-linked bolters and increase the rider’s Toughness by +1 point.

Targeting Scanner: A long range scanner that allows the Squat Engineer to quickly calculate the conditions which would improve the ability to hit a target. This information is passed to members of the Brotherhood. In game terms, the Squat player may re-roll one missed to hit shooting roll in each turn for any one model in the Command squad to which the Engineer belongs.

 

 

 

HQ

SQUAT HEROES

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Commander

45

5

4

4

4

2

3

3

10

5+

Warlord

60

5

4

4

4

3

3

3

10

5+

Squat Brotherhood armies are led by a Warlord who is chosen by the Squat Lord from among the most able of Clan Elders. Commanders are the officers of the Warlord and usually lead a portion of the larger army.

Options: The Hero can be given any equipment allowed from the Squat Armoury.

SPECIAL RULES

Command Squad: The Hero must be accompanied by a Command squad, see Command squad entry for details. Note that the Hero and Command squad count as a single HQ choice.

Bikes: The Hero and Command squad may ride on bikes at an additional cost of +21 pts per model. Each bike is fitted with twin-linked bolters.

 

ANCESTOR LORD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Ancestor Lord

50

5

4

4

4

2

3

3

10

5+

Ancestor Lords are especially attuned to the Brotherhood’s ancestors and are endowed with great psychic power. They use this power to unleash devastating attacks onSquat enemies.

Options: The Ancestor Lord can be given any equipment allowed from the Squat Armoury.

SPECIAL RULES

Independent Character: Unless accompanied by a Command squad, a Ancestor Lord is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rule book.

Psychic Power – Hammer of Fury: The Ancestor Lord can attempt to unleash a mighty psychic hammer blow against his foes in his own shooting phase. Hammer of Fury blasts all enemy models with its range back 3" from the Ancestor Lord (except those with a Strength of 6 or more). In addition, Hammer counts as a weapon and hits automatically using the following profile:

Range: 9" Strength 5 AP 2 Assault 1/ Blast

Command Squad: The Ancestor Lord may be accompanied by a Command squad, see Command squad entry for details. Note that the Ancestor Lord and Command squad count as a single HQ choice.

Bikes: The Command squad may ride on bikes at an additional cost of +21 pts per model. Each bike is fitted with twin-linked bolters. The Ancestor Lord will ride in the side car of one of the bikes at no additional cost.

 

GUILDMASTER

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Guildmaster

40

5

4

4

4

2

3

3

10

5+

Guildmasters are the Elders of the Squat Engineers Guild and usually will appear whenever the Squat army includes a number of bikes and vehicles.

Options: The Guildmaster can be given any equipment allowed from the Squat Armoury.

SPECIAL RULES

Independent Character: Unless accompanied by a Command squad, a Guildmaster is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rule book.

Command Squad: The Guildmaster may be accompanied by a Command squad, see Command squad entry for details. Note that the Guildmaster and Command squad count as a single HQ choice.

Bikes: The Guildmaster and Command squad may ride on bikes at an additional cost of +21 pts per model. Each bike is fitted with twin-linked bolters.

 

COMMAND SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Heathguards

15

4

3

3

4

1

2

2

10

5+

Squat Heroes, Ancestor Lords, and Guildmasters may have a bodyguard of elite Squat warriors known as Heathguards to accompany them on the field of battle. These bodyguards may include specialists such as Medics and Engineers.

Squad: The Command squad consists of between three to seven Heathguards.

Weapons: Las Guns

Options: Any Heathguard can exchange their las gun for a las pistol and close combat weapon at no extra charge.

One Heathguard may be armed with one of the following heavy weapons: heavy bolter at +15 pts; missile launcher at +20 pts; lascannon at +35 pts; multi-melta at +35 pts; plasma cannon at +35 pts.

The entire squad may be given frag grenades at a cost of +1 pt per model and krak grenades at an additional cost of +2 pts per model.

CHARACTERS

One model can be upgraded to a Medic, one model can be upgraded to an Engineer, and one model can be upgraded to a Standard Bearer. Any of these can take equipment from the Squat Armoury.

Transport Vehicle: The entire squad may be mounted in a Land Raider at an extra cost of +250 pts

 

COMMISSAR

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Commissar

40

4

4

3

3

2

4

3

10

5+

Commissars are ruthless characters full of zeal and utterly devoted to the Emperor and the Imperium. They are formally assigned to Squat armies in an advisory role in order to ensure that the Squats are acting in the best interest of the Imperium. Commissars can hardly contain themselves when facing enemies of the Imperium, however, and will join the Squats in battle.

Weapons: Las pistol and close combat weapon.

Options: The Commissar may replace their las pistol with one of the following weapons: bolt pistol at +2 pts; bolter at +2 pts; plasma pistol: +10 pts.

The Commissar may replace their close combat weapon with one of the following weapons: power weapon at + 10 pts; power fist at +15 pts.

The Commissar may carry frag and krak grenades in addition to their other weapons at a cost of +3 pts.

SPECIAL RULES

Independent Character: The Commissar may accompany a Squat command squad, but may not lead it. Only one Commissar is allowed to accompany a Squat army.

 

 

ELITES

EXO-ARMOURED HEATHGUARD SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Heathguards

35

4

3

3

4

1

2

2

10

2+

Squats who have distinguished themselves as warriors over many campaigns are elevated to the exalted status of Heathguard. Heathguards generally accompany Squat Lords as their personal bodyguards. In times of war, Heathguards form a warband of elite warriors.

Squad: The squad consists of three to seven exo-armoured Heathguards. The exo-armour’s 2+ save has already been included in the characteristics above.

Weapons: Power Axe and Bolter

Options: The entire squad can be equipped with melta bombs at +4 pt per model.

Transport Vehicle: The entire squad may be mounted in a Land Raider at an extra cost of +250 pts

 

EXO-ARMOURED HEATHGUARD BIKER SQUADRON

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Heathguard Bikers

56

4

3

3

4 (5)

1

2

2

10

2+

Heathguard bike squadrons perform as highly mobile shock troops whose role is to bring the fight to the enemy quickly.

Squad: The squadron consists of three to five exo-armoured Heathguards riding Trikes.

Weapons: Bolter and Power Lance

SPECIAL RULES

Power Lance: Exo-armoured Heathguards are armed with a long and deadly power lance. Its extra reach generally means that it will strike first in hand-to-hand combat. Models equipped with a power lance may double their Initiative when working out who strikes first in close combat.

 

 

TROOPS

 

WARRIOR SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Squat

9

4

3

3

4

1

2

1

9

5+

Veteran Leader

+6

4

3

3

4

1

2

2

10

5+

Warrior squads make up the bulk of Squat armies and are highly flexible troops.

Squad: The squad consists of one Squat leader and between four to nine Squats.

Weapons: Las Guns.

Options: The Squad (including the Leader) may replace their las guns with bolters at a cost of +1 pts.

In addition, one Squat in the squad may be armed with one of the following weapons: flamer at +5 pts; meltagun at +10 pts; plasma gun at +6 pts. A second squat may be armed with one of the above mentioned weapons or one of the following heavy weapons: grenade launcher at +12 pts; heavy bolter at +15 pts; missile launcher at +20 pts; lascannon at +35 pts; multi-melta at +35 pts; plasma cannon at +35 pts.

The entire squad may be given frag grenades at a cost of +1 pt per model and krak grenades at an additional cost of +2 pts per model.

The Leader may replace his las gun with a las pistol and a close combat weapon at +1 pt. The Leader may further exchange their close combat weapon for one of the following weapons: power weapon at + 15 pts; power fist at +25 pts.

The Leader may be upgraded to a Veteran Leader at an additional cost of +6 pts.

Transport Vehicle: The entire squad may be mounted in a Land Raider at an extra cost of +250 pts.

 

EARTH SHAKER SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Squat Weapon Team

18

4

3

3

4

1

2

2

10

5+

Earth Shaker squads provide extra fire power against masses of opposing troops, opening gaps in the enemy’s battle line for Squat Warrior and Berserker units to exploit.

Squad: The squad consists of 2-4 Squat weapon teams and their field artillery. Two Squats form a weapon team.

Weapons: Each Squat is armed with a las gun. Each of the weapon teams may be armed with either a mole mortar at +20 pts or thudd gun at +40 pts.

SPECIAL RULES

Thudd Gun: The thudd gun is a barrage weapon and fires a salvo of four shells. Its shells fall in the same pattern of the first shell as described in the Warhammer 40,000 rule book. The Thudd Gun uses the following profile:

Range: Guess 48" Strength 5 AP 5 Heavy 1 Blast

 

 

FAST ATTACK

BESERKER SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Squat

9

4

3

3

4

1

2

1

9

5+

Veteran Leader

+6

4

3

3

4

1

2

2

10

5+

Berserker squads are equipped with pistols and close combat weapons such as chainswords and power weapons. They believe in taking the battle directly to the enemy.

Squad: The squad consists of one Squat leader and between four to nine Squats.

Weapons: Las Pistol, Close Combat weapon, and Frag grenades.

Options: Any model may substitute a bolt pistol for a las pistol at +1 pts per model.

Up to four models may be equipped with one of the following: hand flamer at +3 pts; plasma pistol at +4 pts; power weapon at +15 pts; power fist at +25 pts.

The entire squad can be equipped with krak grenades at +2 pts per model and/ or melta bombs at +4 pts per model.

The Leader may replace his las gun with a las pistol and a close combat weapon at +1 pt. The Leader may further exchange their las gun, close combat weapon, or both for one of the following weapons: power weapon at + 15 pts; power fist at +25 pts.

The Leader may be upgraded to a Veteran Leader at an additional cost of +6 pts.

Transport Vehicle: The entire squad may be mounted in a Land Raider at an extra cost of +250 pts

 

BIKE SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Squat Biker

30

4

3

3

4 (5)

1

2

1

9

5+

Veteran Leader

+6

4

3

3

4 (5)

1

2

2

10

5+

Attack Bike

40

4

3

3

4 (5)

1

2

1

9

4+

Squat armies are highly mobile in comparison to Imperial Guard units. Bikes are highly favoured by they enable the Squats to close quickly with the enemy.

Squad: The squadron consists of one Squat leader and between four to seven Squats riding bikes.

Weapons: Each bike is fitted with twin-linked bolters. Each Squat biker is armed with a Las Pistol.

Options: Up to two Squats in the squad may be armed with one of the following weapons: flamer at +5 pts; meltagun at +10 pts; plasma gun at +6 pts.

The Leader may be armed with a close combat weapon at +1 pt.

The Leader may be upgraded to a Veteran Leader at an additional cost of +6 pts.

Attack Bike: The bike squadron may include one attack bike at a cost of 40 pts. The attack bike is armed with a pintle-mounted heavy bolter. The heavy bolter may be replaced with a multi-melta for an additional cost of +15 pts or a heavy plasma gun at +15 pts.

SPECIAL RULES

Difficult Terrain: Squat bikes may re-roll a failed Difficult Terrain test.

 

ATTACK BIKE SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Attack Bike

40

4

3

3

4 (5)

1

2

1

9

4+

Squat attack bikes are fitted with a heavy weapon and carry a gunner. They can be added to Squat bike squads to provide heavy weapon support or they can be grouped together into squads with a large amount of fire power.

Squad: The squadron consists of one to four Squat attack bikes.

Weapons: The attack bike is fitted with twin-linked bolters and a pintle-mounted heavy bolter. Each Squat biker is armed with a Las Pistol.

Options: The heavy bolter may be replaced with a multi-melta for an additional cost of +15 pts or a heavy plasma gun at +15 pts.

SPECIAL RULES

Difficult Terrain: Squat attack bikes may re-roll a failed Difficult Terrain test.

 

 

HEAVY SUPPORT

THUNDERER SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Squat

9

4

3

3

4

1

2

1

9

5+

Veteran Sergeant

+6

4

3

3

4

1

2

2

10

5+

Thunderer squads ar equipped with a number of heavy weapons which they can use to destroy enemy vehicles and strongpoints. They can also be used to devastate large concentrations of enemy troops.

Squad: The squad consists of one Squat leader and between four to nine Squats.

Weapons: Las Guns.

Options: Up to four Squats in the squad may be armed with one of the following heavy weapons: heavy bolter at +15 pts; missile launcher at +20 pts; lascannon at +35 pts; multi-melta at +35 pts; plasma cannon at +35 pts.

The Leader may replace his las gun with a las pistol and a close combat weapon at +1 pt. The Leader may further exchange their close combat weapon for one of the following weapons: power weapon at + 15 pts; power fist at +25 pts.

The Leader may be upgraded to a Veteran Leader at an additional cost of +6 pts.

 

THUNDERBOLT SQUAD

 

Points

WS

BS

S

T

W

I

A

Ld

Sv

Squat Weapon Team

18

4

3

3

4

1

2

2

10

5+

Thunderbolt squads provide Squats with additional tank destroying capabilities. These weapons can set up ambushes and crossfires that wreck havoc on enemy vehicles.

Squad: The squad consists of 2-4 Squat weapon teams and their field artillery. Two Squats form a weapon team.

Weapons: Each Squat is armed with a las gun. Each of the weapon teams may be armed with either a rapier laser destroyer at +45 pts or a tarantula with twin-linked heavy bolters at +40 pts.

Options: The tarantula my have its weapon systems upgraded with the following weapons: multi-melta at +5 pts; twin-linked las cannons at +20 pts.

SPECIAL RULES

Rapier Laser Destroyer: The Rapier uses the following profile:

Range: 48" Strength 9 AP 2 Heavy 1

 

LAND RAIDER

 

Points

Front Armour

Side Armour

Rear Armour

BS

Land Raider

250

14

14

14

3

The Land Raider is the all purpose vehicle for Squat armies and form the template for a large number of variations (similar to what the Rhino basic design provides for Space Marine armies). These mobile fortresses can smash their way through enemy troops while carrying squads of Squats into combat.

Type: Tank Crew: Squats

Weapons: The Land Raider is armed with a twin-linked lascannon in each side sponson and forward firing twin-linked heavy bolters mounted on the hull.

Options: The Land Raider may be equipped with any of the following vehicle upgrades: dozer blades at +5 pts; extra armour at +5 pts; hunter-killer missile at +15 pts; pintle-mounted storm bolter at +10 pts; searchlight at +1 pt; smoke launchers at +3 pts.

If not used as a transport, the Land Raider may upgrade its twin-linked heavy bolters with the following weapons: autocannon at no additional cost; multi-melta at +5 pts; heavy plasma gun at +5 pts; assault cannon at +5 pts; battle cannon at +30 pts; demolisher cannon at +30 pts.

Transport: The Land Raider may carry up to ten Squats of five Squats in Exo-armour.