This are old rules I wrote up for use with 2nd edition Warhammer 40k.
The squats do not maintain large standing armies like the Imperium. Instead in times of war all able-bodied squats gather together to form the brotherhood. Each squat takes down his ancient family weapons and joins together with his family to defend the stronghold and the League. The squats are led by older respected members of the community, known as patriarchs. The oldest, most respected members of the stronghold are appointed the titles Warlod (The commander of a stronghold's entire military force) or Captain. These individuals are often accompanied by their most trusted friends and family, the hearthguard. The Engineers' and Armorers' guilds open their stockpiles of heavy weapons, lending these to honored squats, who treat these great weapons with the respect they are due. This is the Brotherhood, and forms the bulk of the army the squats bring to the field.
Alongside the Brotherhood march the Mine Wardens, the only standing army the squats maintain, as well as large groups of engineers, who are reluctant to leave their precious devices too far out of sight, and the engineer driven vehicles. In times of great conflict, (ie. involving enemy Titans and Gargants) the engineering guilds open their deepest vaults and uncover their vast stores of super-heavy vehicles and tank squadrons. The guild does not have the manpower to equip these armies themselves, so they must allow non-guild squats to help operate the vehicles. In these times the command of the army falls to the Engineer High Guildmaster and his military aids.
All squats have no protection from choke, hallucinoegen, virus or scare. They have some protection from toxin (killed on 3+). They have protective/infrared visors.
Squats in exo-armour automatically recieve fully enclosed life support and autosenses.
Up to 50% of the squat army may be chose from characters.
I have only listed stats etc, for characters which are different from those in the original squat list.
Patriarchs --24 pt
A patriarch must be added to a Warrior, Attack, Thunderer or Veteran Squad. He is permanantly a part of that squad and may not leave.
M | WS | BS | S | T | W | I | A | Ld |
3 | 5 | 4 | 3 | 4 | 1 | 3 | 1 | 10 |
Wargear-- Bolt Pistol, Power Axe, Frag and Krak Grenades, Flak Armor
Options-- The Patriach may be equipped with any equipment from the equipment list. He may have up to 1 wargear card, and the squad he leads my purchase 1 elite ability from the abilities list.
0-1 Mine Warden Chief- 41 pts+
M | WS | BS | S | T | W | I | A | Ld |
3 | 6 | 5 | 4 | 5 | 2 | 4 | 2 | 10 |
Wargear-- Bolt Pistol, Frag and Krak Grenades, Flak Armor
Options-- The Chief may be equipped with any equipment from the wargear list. He may have up to 2 wargear cards.
Special-- If the army is 1500pts or less and the army includes no Warlord/Captain, a Mine Warden chief may lead the squat army, he has a strategy rating of 3.
A Mine Warden Chief has all the special abilites of a Mine Warden Squad.
At least 25% of the army must be chosen form the squads section of the army list
The warrior squads form the bulk of the Brotherhood, holding the line for the vehicles and thunderer squads. They are skilled at what they do, and their sheer willpower and stubborneess has won out on many a day
5 squats in falk armor carrying lasguns, laspistols, frag and krak grenades.
Options- The entire squad may be equipped with carapace armor for 35 pts
The entire squad may trade their lasguns for bolters for 15pts
The entire squad may be equipped with melta-bombs for 25 pts
Any model may add a laser sight to their basic weapon for 3pts/model
1 model per squad may replace his basic weapon with a heavy or special wepaon from the squat wargear list
The model with the heavy weapon may e equipped with a gyro-stabilized personal exo-suit for 15 pts
The attack squads are a more prestigious squad. Though they will never admiit it, squats enjoy the feel of charging into close combat screaming a warcry almost as much as orks.
5 squats in flak armor armed with bolt pistols, frag and krak grenades
Options- The entire squad may be equipped with grenades from the grenade section of the wargear list.
The entire squad may be equipped with carapace armor at a cost of 35 pts
Any model may be equipped with additional assault weapons from the squat wargear list
1 model per squad may be equipped with a special weapon from the squat wargear list
The thunderer squads provide most of the heavy punch of a squat army. The rumble and flash of the thunderer's heavy armaments are an assential part of the squat army.
5 squats in flak armor, with lasguns, laspistols frag and krak grenades.
Options- Any number of models may replace their lasguns with heavy or special weapons from the squat wargear list
Veterans are elder squats who have fought in many a previous battle. They are inspirational figures and strengthen the line wherever they fight.
5 squat veterans in carapace armor, with boltpistols, boltguns w/ laster sights and frag and krak grenades.
Options- The entire squad may replace their entire armament for exoarmor w/ power-axes targeters and bolters for 150pts.
1 model may exchange its bolter for a heavy weapon from the squat wargear litst
A model with a heavy weapon may be equipped with a Gyro-stabilized personal Exo-suit for 15pts
If a squad has no heavy weapon, up to 2 models may exchange their bolters for special weapons from the wargear list
If the squad is not in exo-armor, the entire squad may purchase melta-bombs for 25 pts
5 squat veterans in carapace armor, with bolt pistols, frag and krak grenades.
Options- The entire squad may purchase grenades from the grenade section of the wargear list.
Any model may be equipped with additional assault weapons from the squat wargear list.
1 model may exchange its bolter for a heavy or special weapon from the squat wargear litst
Special- Mine warden squad suffer no penalties for moving over difficult terrain, and only 1/2 move for moving over very-difficult terrain.
All enemy models suffer an additional -1 to hit Mine wardens who are in cover
The engineers' guild provides most of the Brotherhood's heavy weapons, vehicles and support weapons. They feel the need to keep watch over their weapons and generally send a squad of troops along with any decent sized detachment of thebrotherhood. These troops are from the special forces sub-division of the engineers' guild and often carry expensive weapons and equipment.
3-8 squats with flak armor, laspistols, lasguns, frag, photon flash and plasma grenades
Options- Any model may replace his lasgun with a special weapon from the squat wargear list.
The squad leader may be equipped with any wargear card, one other squad member may be equpped with a wargear card worth 10 pts or less
Any model may be equipped with a laser-sight for +3pts
Any model may be euqipped with items from the assualt weapons section of the wargear list.
Special- If at least 3 members of the squad are still alive (and not engaged in hth) the entire squad may spend a turn to attempt to repair a damaged vehicle (As per the Engineer guildmaster rules)
Upt to 50% of the army may be chosen from the Support section.
In order to have any vehicles, the army must include a squat engineer guildmaster. All squat vehicle crew are equipped with flak armor and laspistols.
The Sand Toad is the general purpose APC of the squat military. It is solidly enough built to satisfy the exacting standards of the squat engineers, and maintain a reasonable survival rate under fire. It also has a considerable armament to allow it to act as support for its squad after deploymenet.
RAM VALUE: MOVEMENT Strength 7 Slow Speed: 8 D12 Damage Combat Speed: 16 -5 Save Fast Speed: 20 Type: Tracked CREW: TRANSPORT: 1 Squat Engineer Driver 1 squat squad or support weapon (w/ crew) 1 Squat Engineer Gunner and 1 Squat character WEAPONS: Twin linked Automatic Shotguns with 45 degree field of fire front. Heavy Bolter with targeter, 360 degree field of fire ARMOUR: D6 Location Front Side/Rear 1 Track 16 18 2-5 Hull 21 19 6 Turret 16 16
The Pachyderm is the standard squat heavy tank. It is the backbone of the Engineers Guild's Armor companies, and provides heavy support to the brotherhood infantry.
RAM VALUE: MOVEMENT Strength 8 Slow Speed: 6 D12 Damage Combat Speed: 12 -5 Save Fast Speed: 20 Type: Tracked CREW: 1 Squat Engineer Driver 3 Squat Engineer Gunners WEAPONS: Twin linked Automatic Shotguns with targeter with 45 degree field of fire front. Battle Cannon with targeter, 360 degree field of fire. Two Grenade launchers with krak, frag and blind grenades, in side mounts 80 degree field of fire to the side. The automatic shotguns may be replaced with an autocannon (+25 pts) or lascannon (+45pts) The Battle Cannon may be replaced with Quad-linked Autocannons for +45 pts. The grenade launches may be equipped with Plasma grenades for +3 pts each. ARMOUR: D6 Location Front Side/Rear 1 Track 17 18 2-4 Hull 21 21 5 Sponsons 18 17 6 Turret 19 19
This is an upgraded version of the Pachyderm. In addition to heavier armor and weaponry, the Mammoth includes an advanced sensor array and communications system. The Mammoth is meant to be the tank of a tank company's commander.
The tank commander is a high-ranking offical of the Engineer's guild and so has champion stats. The sensor and communications equipment allow the army to maintain better contact with scouts and better track enemy movements. Therefore any squat army with a Mammoth tank gets a +1 to Strategy Rating when determining which army sets up first. Also, no enemy units can infiltrade within 24" of the tank.
RAM VALUE: MOVEMENT Strength 8 Slow Speed: 6 D12 Damage Combat Speed: 12 -5 Save Fast Speed: 20 Type: Tracked CREW: 1 Squat Engineer Driver 3 Squat Engineer Gunners 1 Squat Engineer Tank Commander (Champion stats, fires Battle Cannnon) WEAPONS: Twin linked Automatic Shotguns with targeter with 45 degree field of fire front. Battle Cannon with targeter, 360 degree field of fire. Two Grenade launchers with krak, frag and blind grenades, in side mounts 80 degree field of fire to the side. One Autocannon with targeter in secondary turret. 180 degree field of fire to the left or right. (depends on tank) The automatic shotguns may be replaced with an autocannon (+25 pts) or lascannon (+45pts) The Battle Cannon may be replaced with Quad-linked Autocannons for +45 pts. The grenade launches may be equipped with Plasma grenades for +3 pts each. The Grenade launchers may bre rplaced with Heavy Bolters, Autocannons or Lascannons. ARMOUR: D6 Location Front Side/Rear 1 Track 18 18 2-4 Hull 22 21 5 Sponsons 19 18 6 Turret 19 19* * If attacking from the front or rear 1-2 hit secondary turret, 3-6 hit primary If attacking from side with secondary turrent 1-4 hit sec, 5-6 hit primary If attacking from other side hit primary
The mustang is an uncommon vehicle. It is lightly armored and maneuverable, with an armament mostly suited for anti-infantry purposes. It tends to be a bit fragile for squat tastes, but they do recognize that speed can have its uses at times. Though not specifically built as a troop transport, there is room in the vehicle for a small number of squats to ride in. This options is most commonly used by engineer squads.
RAM VALUE: MOVEMENT Strength 7 Slow Speed: 8 D12 Damage Combat Speed: 20 -5 Save Fast Speed: 25 Type: Tracked CREW: TRANSPORT: 1 Squat Engineer Driver Up to 3 squats not in exo-armor 1 Squat Engineer Gunner WEAPONS: Heavy assualt shotgun with targeter, 90 degree forward arc of fire. 2 linked heavy bolters, or twin grenade launchers (frag, krak and blind grenades) with targeter 360 degree arc of fire. The Assault Shotgun may be replaced with an Autocannon for +15 pts ARMOUR: D6 Location Front Side/Rear 1 Track 15 14 2-5 Hull 19 17 6 Turret 20 18
The Bombard is a heavy artillery gun, similar in use to the Imperial Basillisk. Unlike the Basillisk, however, the gun's elevation is limited and cannot be used for direct fire. Most of the time, the Bombard will sit behind lines and pound the enemy with indirect fire
If the Bombard is used, it should not be deployed on the field. The stats for the vehicle are included only for special scenarios where the artillery's position is being overrun. Once per turn, the army commander may call in fire from the Bombard. The target can be any piece of ground that a memeber of the army can draw a line-of-sight to. Individual models can be targetted, but since the Bombard is not that accurate and cannot track moving targets, this is not an effective way to hit things. The following turn, palce the 2" template on the target, then roll the scatter dice, if a "hit" is rolled do not scatter. Otherwise scatter the target 2d6" in the direction of the arrow.
RAM VALUE: MOVEMENT Strength 7 Slow Speed: 4 D12 Damage Combat Speed: 10 -5 Save Fast Speed: 15 Type: Tracked CREW: 1 Squat Engineer Driver 2 Squat Engineer Gunner WEAPONS: 1 Bombard Heavy Artillery Weapon 1 Heavy Bolter with targeter, 90 degree forward arc of fire. ARMOUR: D6 Location Front Side/Rear 1 Track 15 14 2-5 Hull 19 17 6 Turret 20 18 Bombard Heavy Artillery Weapon SR LR TH S TH L S D Savemod Armor pen Special - - - - 6 d3 -3 6+d3+d6 2" template Cannot fire on board
2 squats in flak armor armed with las pistols. 1 Mole-Mortar(see wargear book pg 52.) Any battery of support weapons including mole-mortars must buy at least 1 spotter squat for xxpts, amd may buy up to 2 per mortar. Spotters are armed with flak armor and laspistols and can be armed with lasguns for 2pts. They can act as independent models. A mole mortar can only fire at a target the gunners, or a spotter from the same battery has a line of sight to.
2 squats in flak armor with las pistols. 1 Thudd-Gun (see wargear book pg 54)
2 squats in flak armor with las pistols. 1 Multi-Laser on remote control carriage, has a move of 4". Crew must remain within 4" of the multi-laser. Stats are per wargear book page 44.
2 squats in flak armor with las pistols. 1 Rapier Laser Destroyer (see wargear book pg 51)
2 squats in flak armor with las pistols. 1 Tunnel Sweeper on remote control carriage. has a move of 4". Crew must remain with 4" of the Tunnel Sweeper. The Tunnel Sweeper was designed to clear out underground tunnels, launching a stream of mini-grenades down the tunnel. Because of the high-quality ammo feed used on the device, up to 1 jam per turn can be treated as a 1 instead. The grenades fragment into small, extremely sharp shards which can shred flesh and light armor, but has virtuall no effect on more rigid items such as vehicles.
SR LR TH S TH L S D Savemod Armor pen Special 0-24 24-50 +2 +1 4 d3 -1 NILL 3d SF, 1/2" blast marker
Carapace Armour....................7 Exo-Armour with Targeter and Power Axe.....................37 Exo-Armour with Targeter and Thunder Hammer................42
Boltgun............................3 Flamer.............................7 Meltagun...........................6 Plasmagun..........................6 Lasgun.............................2 Automatic Shotgun w/ scatter and solid shot....................4 Add Executioner ammo..............+1 Add Taser ammo....................+x Combi-Laser........................x
Chainsword.........................2 Power Axe..........................7 Power Glove........................10 Power Sword........................6 Sword or Axe.......................1 Autopistol.........................1 Bolt Pistol........................2 Hand Flamer........................5 Laspistol..........................1 Plasma Pistol......................4
Autocannon.........................19 Heavy Bolter.......................11 Lascannon..........................34 Missile Launcher with frag and Krak..............................34 w/ melta missiles................. w/ choke.......................... Multi-Melta........................49 Heavy Plasma Gun...................30 Heavy Assault Shotgun..............11 Heavy Flamer- (Move or Fire).......25
Blind Grenades.....................2 Frag Grenades......................2 Krak Grenades......................3 Melta Bombs........................5 Photon Flash.......................2 Plasma Grenades....................3
Laser Sight- (Attached to any basic or special waepon)...3 Full Life Support- (Immunte to virus, toxin, etc.).......3
D6 | Result |
---|---|
5-6 | Repair: The engineer(s) succeeds in putting good 1 damage result to the vehicle. He may try again next turn to fix other damages. |
3-4 | Possible Repair: The damage is extensive but the situation is not hopeless. The damage is not repaired this turn, but you may carry on working for a further turn if you wish. At the end of this turn the damage will be repaird on a roll for 4+. A roll of 3 or less indicates the damage is beyond repair. The engineer(s) may do nothing else while attempting to repair. |
1-2 | Hopeless: The damage is beyond repair. |
SR LR TH S TH L S D Savemod Armor pen Special 0-4 4-18 1d SF Solid Shell - -1 4 1 - d6+4 see Above Scatter - -1 3 1 - d6+3 1" Blast, see Above Executioner -1 +1 4 1 -2 4+d6+d3 see Above Taser - -2 5 d3 -1 0 see Above
SR LR TH S TH L S D Savemod Armor pen Special 0-12 12-36 2d SF Solid Shell - - 5 d3 -2 5+d6+d3 see Above Scatter - -1 3 1 -1 d6+3 1 1/2" Blast, see Above
SR LR TH S TH L S D Savemod Armor pen Special 0-12 12-36 +1 - 3 1 -1 d6+3 2d4 shots/turn
SR LR TH S TH L S D Savemod Armor pen Special 0-16 16-32 +2 - 6 1 -3 d6+5 Move or fire, template
SR LR TH S TH L S D Savemod Armor pen Special - - - - 7 d2 -5 d6+d2+7 Close Combat, Parry, Snaps
SR LR TH S TH L S D Savemod Armor pen Special 0-15 15-35 +2 +1 5 d2 -3 d6+d2+5 1dSF reroll jams
S D Savemod Armor pen Special One Handed 5 d2 -5 2d6+d2+5 Close Combat Two Handed 7 d2 -6 2d6+d12+7 Close Combat (Note: The Two Handed Armor pen score is greater than normally dictated by the rules. This is to reflect the ease with which the Axe can penetrate armor.)
SR LR TH S TH L S D Savemod Armor pen Special 0-15 15-35 - -1 5 1 -12 Special
I wrote this list using my understanding and vision of what the squat race should be. To me the squats are porud warriors, tough and stubborn. Squats have a strong understanding of technology, and thus can rely on heavy weapons and sturdy well constructed vehicles.
My major problem with GW's squat list is the lack of armor opitios for the basic squat. With Flak armor, they effectively have no armor versus most of the game's weapons. This almost forces them to remain hidden, cowering behind cover. This is most serious because one of the squat's basic advantages over humans is their increased weapon skill. This is of little use if they cannot close with the enemy and attack. My solutiont was to give squads the option to upgrade to carapace armor. This represents squads drawn from families of different wealths. The more wealthy squats can afford the better armor. Squats are suppsoed to be quality troops and you don't want quality troops constantly getting shot to pieces.
I also could never really understand why GW insisted on sticking all those squats on bikes (they can't reach the stupid pedals). I didn't really see it fitting with the character of the race, so I am intentionally omitting Bike squads from my squat army list. I think squat vehicles hsould be study, well armored well armed creations. Not anything as flimsy and vulnerable as a bike. Of course it does leave the squats rather crippled in the mobility department.
This is a strange paradox among squats. They have increased weapon skill, which would favor an assault role for them, but they lack the mobility to effective close and attack the enemy. One option to fix this would be to allow assault squads to purchase jump packs as marine sdo, but this idea didn't seem to fit my concept of squats. Another idea that I was quite fond of was to mount squats on powerboards. But I was forced to admit that these really didn't fit the character of the race any better than the bikes. The troop transports should help somewhat, but they have an annoying habit of being shot to pieces. This was the main reason why I included the Reinforced Crew Compartment card, to encourage the use of transports. I also give the special squad, the Mine Wardens the ability to move thorugh difficult terrain, in hopes this would help the mobility problem without totally destroying it (as I understand it should be a basic weakness of the squats) It still seems that there needs to be something more to help alleviate this, as well as give Squats more options for completing Dawn Raid and missions of this sort. I really hope I don't have to bring back the bikes.
I would like to acknowledge some of the people whose own squat pages helped to inspire me to write this.
Links lost to antiquity
Nathan Wolslegel
House Shadis
The Dragon's Lair