Most of these minor races never got much further than a figure or two anyway - Zoats had, what, four metal figures max? The Squats, however, had a reasonably sized line of Space Dwarves figures - line infantry, heavy weapons and command groups, plus some vehicles and support weaponry. They had an army list in 1st Edition equal to any of the other army lists in that edition, and got their list early on before some other races like Eldar or Tyranids. They had a substantial representation in the smaller-scale figure line of Epic, and they were amongst the "get you by" army lists provided with 40K 2nd Edition. And then Squatted: To remove an army from play and continuity.
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Chink in the armour is a Malediction that targets a single enemy unit within 12". Whilst this power is in effect, all attacks against the target have the Rending special rule and the target must re-roll successful armor saves.
Mortality is a Malediction that targets a single enemy model within 12". Targets with eternal warrior will instead take double wounds.
Heavy Chainaxe - A larger and heavier versions of the traditional Chainaxe, these weapons hit much harder and deal serious wounds to anyone who is stupid enough to not bring proper protection. Originally designed during inter-hold Squat conflicts to deal with warriors armed in iridium-based armour, later they were re-purposed to combat heavily armoured non-Squats such as both Space Marines, Ork Warbosses, and Tau Battlesuits.
Made from alloys of magnesium they have a favorable tendency to spark when they strike a target, potentially setting them ablaze. However, due to the reactivity of such alloys the weapons require a great deal of care to maintain; therefore a Squat will take great pride in his Forge Weapon and will become greatly offended if the weapon is mistreated by others.
Fusion Projector borrowed from HH:2 - Fusion Projectors are remarkable flame based weapons that are both more elegant and potent than the flamers wielded by the other species of the galaxy. They can be used to incinerate a swath of targets like a regular flamer or focus their jet into a searing cutting arc.
Fusion Projectors come in five sizes of both increasing power and energy consumption. Drills, picks, saws and other assorted tools can break flesh, armor and vehicle hulls just as easily as solid rock. Rock Cutter - The hydraulic shears of rock cutters were designed to free trapped mine workers from industrial accidents.
When the Squats march to war, their irresistible grip is used not to save, but to kill. Rock Drill - Far cheaper and easier to maintain than a Power Fist and just as effective, the Squats have modified their Rock Drills to be used as weapons. Its triple grinders can turn even the stoutest enemy champion to gory gobbets of flesh. Rock Saw - The blades of the heavy rock saw are designed to cut through dense boulders of ore — when the time of war comes, they slice through the hulls of enemy vehicles as easily as a butcher slices through meat.
Lascutter - The Lascutter is more a tool for mining and salvage than a weapon but can be used for devastating effects against fortifications and other stationary targets. Power Pick - Power picks are simple enough in design.
They bear a low-quality disruption field powerful enough to shatter ceramite like glass. These bonuses can stack. Servo-Harness - A servo-harness gives the bearer two servo-arms, a plasma cutter and a fusion projector.
In the Shooting phase, the model can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon. Plasma Cutter Profile Range: 12", Strength: 6, AP: 2, Rules: Assault 1, Twin-linked Macro-Hammer inspired from Rogue Trader - These sophisticated hammers incorporate a number of nano-sized warp portals in the hammer-head that burst on contact, causing a localized warp disruption.
Shot Weapons - Squats do regularly use simple ballistic weapons like other more primitive races do, however their mastery of metals allows them to use materials much more exotic than lead or copper for their projectiles. Their standard military armament involves weapons that fire high-density buckshot at their opponent with a high degree of stopping power yet little risk of collateral damage to starship internals or cavern walls. The coil gun, which operates under similar principles if different methods; proved to be more to their liking.
Very capable of penetrating through armor, though their small projectile size meant that they impart little of their kinetic energy into a target, though it also means that they have rather manageable recoil, easily allowing the stout squats to fire them on the move. However, their technology is unique enough that the Imperium has attempted to duplicate some of their designs for their own use.
To send a salvo of devastating missiles at the enemy. A Cyclone Missile Launcher may be fired alongside another ranged weapon. Land Raiders that have these mounted on them have been nicknamed Grudgekeepers. The Squats adopted a close relation with the Demiurg, offering the void-dwellers a reliable source of trade until the two species became so culturally intertwined that they had essentially become two sides of a coin.
One of the items the Squats received was Ion technology which itself has been traded with the nascent Tau Empire.
Though humans and Eldar also make use of the technology, the squats have made it a ubiquitous technology. Vibrations can create earthquakes or reshape the terrain, increase the effectiveness of melee weapons more cheaply than power fields, allow for easy subterranean ambushes, shaking apart structures and vehicles, and reducing infantry to pulp. Against vehicles, the seismic lance is Strength 1 and rolls 3D6 for armour penetration.
The main weapon can be fired every turn, but the secondary weapon can only be fired once per battle a Combi-Coil Repeater and Combi-Ion Rifle can, of course, rapid fire. You cannot fire both weapons in the same turn. The main weapon is either a Shot Rifle, Shot Carbine or Shot Sub-Repeater, choose which before the battle in which it cannot be changed during the battle. In addition, they count as being equipped with Defensive Grenades but may never claim the extra attack for being equipped with two melee weapons.
Digital Weapons - A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault phase. Squat Exo-Armour - The Squats routinely use an armour-class similar to Terminator armour for heavy duty civilian applications such as deep space repair or internal reactor maintenance, whereas Terminator armor is a priceless relic to the Imperium, the Squats make quite casual usage of their Exo-Armor, and the Squats are proud of boasting that they have more far more Exo-Armour wearers than the Imperium has space marines.
Squat Iridium Armour - Though this high density metal has been recently developed for armour-use by the rising Tau Empire, the Squats have been utilizing this in their technology for millennium, albeit with a lesser level of technical sophistication.
Overdrive systems - The Squats are well aware that they are not the most numerous of people, though they are a hearty race, their most frequent foes often vastly outnumber them. The Green tides of the hated Orks, the rabble of Chaos and Daemonkind, and worst of all the snarling and vicious swarms of the Krakandra; or the Tyranids as the Humans call them; and more can all outnumber a Squat force.
So a solution was proposed for the users of their suits of Iridium and Exo-armor, gravitic generators built into their suits increase the momentum of the wearer and therefore generate a more devastating impact when they enter melee combat.
Overdrive systems grant the Hammer of Wrath or add an additional such hit should the user already have the rule , and Rage USR. Rune Stones - Though the Squats do not have prolific Psykers as humans or Eldar do, they do know enough of the Warp to have the means to counter witchery and daemonic power. Units with at least one rune stone may reroll failed deny the witch attempts. Gravitic Booster Pack - While the gravitic weaponry of the Demiurg may have spread throughout the war forces of the Squat leagues they hold tightly to the more tactical applications of the technology, such as the Gravitic Booster Packs.
These suit mounted devices are, in essence, miniaturised versions of the Gravity engines that allow Demiurg skimmers to descend from high orbit without incident, and are only issued to the Demiurg Starboard who are trained extensively in their usage, both in using them to deep-strike into enemy lines, and using them to further navigate around the battlefield, jumping from hot-zone to hot-zone.
Vehicle Wargear[ edit ] Armoured Ceramite: A vehicle with this wargear is not subject to the additional D6 armor penetration caused by weapons with the Melta special rule. Cache of Demolition Charges: In the Shooting phase, one model embarked upon a vehicle equipped with demolition charges can choose to throw one instead of firing its normal weapon, using the profile of typical Demolition Charges but without the One Use Only special rule.
However, each time a vehicle equipped with demolition charges suffers a penetrating hit, roll a dice. On the roll of a 1, the vehicle suffers a further Strength 8 AP2 hit after any initial damage has been resolved. Chaff Launcher: One Use Only. In addition, should enemy models suffer a Deep Strike Mishap while the Praetorian is in play, the roll suffers a -1 modifier.
Distinctive Paint Scheme: Grants a once-per-game morale check reroll for a squad in line of sight. While a Land Raider with an Explorator Augury Web is on the table, then the controlling player can declare that it is being used in Disruption or Relay mode on their turn before any Reserve rolls are made, the effects lasting until the next player turn. The presence of multiple Explorator Augury Webs on the field has no additional effects: Disruption Mode: The opponent subtracts 1 from all their Reserve rolls.
Relay Mode: The controlling player can choose to re-roll all Reserve rolls successful or unsuccessful. Helical Targeting Array: A vehicle with this wargear that chooses to neither move nor run during its turn gains the Skyfire and Interceptor special rules for that entire game turn. A vehicle with a Hunter-Killer Battery may purchase up to two additional Hunter-Killer missiles instead of a single one. Illum Flares: A vehicle equipped with Illum flares may drop a single flare per turn.
They are fired in the same manner as bombs placing a marker where the flare lands after scatter. Recovery Gear: If a vehicle with recovery gear is Immobilized, then in subsequent turns it may attempt to repair itself. To make the attempt, roll a D6 at the end of the Movement phase; on the roll of a 6, the vehicle is no longer Immobilized.
Note that this does not restore a Hull Point. Relic Plating: Grants the Adamantium Will special rule. Tech Relics[ edit ] Concussion Mace inspired from Dark Heresy - Designed for use by asteroid miners in zero gravity environments, the shell of the mace contains a small repulsor that can be activated by the wielder to alter the local gravity, essentially causing nearby targets to "explode" away from the mace head.
The Concussion Mace can be used as a regular Power Maul or the wielder can choose to forego all of his attacks in melee and place the small 3" blast template anywhere in base contact with himself.
Inertial Hammer inspired from Rogue Trader - These long-hafted hammers are designed using anti-gravity technology. When swung they seem to gather inertial energy exponentially, gradually building a tremendous striking force the further and faster it has travelled.
The Inertial Hammer functions as a Macro Hammer. During any fight sub-phase, the wielder may exchange all of their attacks to make a single attack with the following profile: Profile Range: -, Strength: D, AP: 1, Rules: Melee, Two-Handed, Concussive, Unwieldy Long Swing: Only a single attack can be made each close combat phase with this weapon.
Mantle of Doom - Extremely well crafted and meticulously designed Exo-armour suits purpose made for the heaviest of fighting, these suits are the pride and joys of their builders and they often become family heirlooms. To the Squats, the doom of these suits is not for the squats, but for those who face their wearers. Standing with his brothers and sisters in arms, Grivglom killed the many limbed horrors to defend his home day in and day out, and in this suit he slew a powerfully mutated Trygon Prime in single combat.
Reason - "Everyone listens to reason" is the motto of those who utilize these experimental rotary coilguns peace through superior firepower was deemed too unwieldy a term. Capable of tearing through most forms of armor, these guns spit out a ceaseless stream of hypersonic spikes and never let up.
Codex - Squats
Awesome The Squats Homo sapiens rotundus were mentioned in the original " Rogue Trader " book and later received their full Army List in the articles published in White Dwarf number in February Vehicles and Robots were also available at premium points cost less than other human armies paid due to the recognized technical savviness of the Squats, Adeptus Mechanicus envoys and Living Ancestor venerable Squats who were literally millennia old added more flavour to the troop choice. Squats in Epic[ edit ] They built giant guns to compensate for not having giant guns. Note also the Moles and Hellbore that GW forgot about around the same time. The Squats laugh at your pathetic Baneblade and obvious mediocrity in the trouser department. While in 40K the Squats were roughly half an army, in Epic they really worked. As well as the biker companies you suddenly had access to an enormous supply of hardware with which the Squats would punish anyone who said they were compensating for something.
40K SQUATS CODEX PDF
Chink in the armour is a Malediction that targets a single enemy unit within 12". Whilst this power is in effect, all attacks against the target have the Rending special rule and the target must re-roll successful armor saves. Mortality is a Malediction that targets a single enemy model within 12". Targets with eternal warrior will instead take double wounds. Heavy Chainaxe - A larger and heavier versions of the traditional Chainaxe, these weapons hit much harder and deal serious wounds to anyone who is stupid enough to not bring proper protection. Originally designed during inter-hold Squat conflicts to deal with warriors armed in iridium-based armour, later they were re-purposed to combat heavily armoured non-Squats such as both Space Marines, Ork Warbosses, and Tau Battlesuits. Made from alloys of magnesium they have a favorable tendency to spark when they strike a target, potentially setting them ablaze.