Squats in Warhammer 40,000

By Tim Peers

Squat Wargear

Armour
Exo-Armour: 30pts
Carapace Armour: 3pts

Single-Handed Weapons
Bolt pistol/ Hotshot Laspistol: (see note 1) 1pt
Close Combat Weapon: 1pt
Power Fist: 25pts
Power Axe: 15pts


Double-Handed Weapons
Bolter/ Hotshot Lasgun (see note 1) 2pts
Combi-Weapon: (see note 2)
Bolter/ Flamer: 15pts
Bolter/ Grenade Launcher: 15pts
Bolter/ Plasmagun: 20pts
Bolter/ Meltagun: 20pts


Grenades
Frag Grenades: 1pt
Krak Grenades: 2pts
Melta-Bombs: 5pts


Wargear
Bionics: 10pts
Master-Crafted Weapon: 15pts
Hold Banner: 15pts
Squat Bike: 35pts

Notes:
1- Hotshot las-weapons count as Boltguns or Bolt Pistols in all respects.
2- Due to their superior craftsmanship and maintenance, Squat combi-weapons may fire their 'special' barrel more than once.

New Wargear Descriptions

Squat Exo-Armour
Exo-Armour confers a 2+ save, and incorporates a twin-linked Bolter and a Power Axe as standard. Only Combi-Weapons and Power-Fists may be used instead, and must be paid for as usual. A Squat wearing Exo-Armour gains +1 Attack. Exo-Armoured Squats may only ever consolidate after close combat, never advance. Note that Exo-Armoured Squats CAN ride Squat Bikes.

Carapace Armour
Carapace armour confers a 4+ save.

Power Axes
Power Axes ignore armour saves like a normal power weapon. In addition they give a +1 Strength bonus to the wielder.

Hold Banner
A Hold Banner may only be carried by a Hearthguard in a Warlord's retinue. Exo-Armoured Hearthguard may carry a Hold Banner. All Squats within 6" of the Hold Banner may add +1 to their Weapon Skill.

HQ Choices

0-1 Warlord

 
Points
WS
BS
S
T
W
I
A
LD
SV
Warlord
40
5
4
3
4
3
3
3
10
5+
Hearthguard
14
4
3
3
4
1
3
2
9
5+

Options: The Warlord may have any special equipment from the Squat Wargear List.
Retinue: The Warlord may be accompanied by up to 5 Hearthguard. The Hearthguard may have any special equipment from the Squat Wargear List. The Hearthguard may only wear Exo-Armour if the Warlord does, and all or none must wear it. The same applies to Squat Bikes. One Hearthguard may bear a Hold Banner.

Independent Character
Unless accompanied by a retinue, the Warlord is an independent character.

Stubborn
A Hearthguard retinue attached to a Warlord ignores all Morale Checks it is required to make.

0-1 Living Ancestor

 
Points
WS
BS
S
T
W
I
A
LD
SV
Ancestor
60
3
2
3
4
1
2
1
10
5+

Weapons: The Living Ancestor is armed with a Hotshot Laspistol and Close Combat Weapon.
Retinue: A Living Ancestor may have a Thunderer Squad as a retinue.

Independent Character
Unless accompanied by a retinue, the Living Ancestor is an independent character.
Advisor
A Living Ancestor may never be the army's only HQ choice- it must be led by a Warlord or Guildmaster. The Ancestor will give advice to the commander before the battle, which can be one of two types:
Tactical Advice: One Squat unit which would usually be deployed at the start of the game may be deployed after all other deployment (including infiltrators etc.) has been completed.
Logistical Advice: In a scenario using Reserves, the Squat player may add +1 to all Reserve Rolls.

Psychic Power- Force Dome.
The Living Ancestor may activate this power at the start of the Squat Shooting Phase with a successful psychic test. He may not shoot in the same phase, although his retinue may. Any Squats within 3" gain a 4+ invulnerable save against shooting hits. The power lasts until the next Squat shooting phase, or until an enemy model moves within 3" of the Ancestor.

0-1 Engineer Guildmaster

 
Points
WS
BS
S
T
W
I
A
LD
SV
Guildmaster
75
5
4
3
4
2
3
3
9
5+

Equipment: The Guildmaster always rides a Squat Bike with twin-linked Bolters.
Options: May have any extra equipment chosen from the Squat Wargear List.
Retinue: May have a Guild Biker squad as a retinue.

Independent Character
Unless accompanied by a retinue the Guildmaster is an independent character.

ELITES

0-1 Oathbreaker Warband

 
Points
WS
BS
S
T
W
I
A
LD
SV
Oathbreaker
20
4
3
3
4
1
3
1
9
5+
Champion
50
5
4
3
4
2
3
3
9
5+

Squad: The squad consists of 1 Oathbreaker Champion and 4-9 Oathbreakers.
Weapons: All Oathbreakers are armed with Bolt Pistols and Close Combat Weapons.
Options: The squad may have Melta-Bombs at +4pts/model. The Oathbreaker champion may have a Power Axe at +15pts, and Bionics at +10pts.

Invulnerable: Oathbreakers have an invulnerable save due to bionic implants and luck!
Slayer Skill: Oathbreakers never require more than 4+ to wound in close combat.
Stubborn: Oathbreakers ignore all morale checks they are required to make.
Berserkers: In the first round of combat, if they assaulted, Oathbreakers double their initiative.


Longbeard Warband

 
Points
WS
BS
S
T
W
I
A
LD
SV
Longbeard
12
4
3
3
4
1
3
1
9
5+
Hearthguard
14
4
3
3
4
1
3
2
9
5+

Squad: The squad consists of 1 Hearthguard and 4-9 Longbeards.
Weapons: Boltguns/ Hotshot Lasguns
Options: May replace all weapons with Bolt Pistols and Close Combat Weapons for free. May have Carapace armour at +2pts/ model.
Up to two models may have: Heavy Bolter at +5pts, Missile Launcher at +10pts , Lascannon at +15pts, Flamer at +6pts, Meltagun at +10pts or Plasmagun at +6pts.
Leader: The leader is a Hearthguard. He may take any options from the Squat Wargear list.

TROOPS

Squat Warrior Band

 
Points
WS
BS
S
T
W
I
A
LD
SV
Squat Warrior
10
4
3
3
4
1
2
1
8
5+
Hearthguard
+15
4
3
3
4
1
3
2
9
5+

Squad: The squad consists of 1 Squat Sergeant and 4-9 Warriors.
Weapons: Boltgun/ Hotshot Lasguns
Options: May replace all weapons with Bolt Pistols and Close Combat Weapons for free.
Up to two models may have: Heavy Bolter at +5pts, Missile Launcher at +10pts , Lascannon at +15pts, Flamer at +6pts, Meltagun at +10pts or Plasmagun at +6pts.
Leader: The Sergeant may be upgraded to a Hearthguard at +15pts. A Heathguard may take any options from the Squat Wargear list.

Squat Mortar Squad

 
Points
WS
BS
S
T
W
I
A
LD
SV
Squat Warrior
100/squad
4
3
3
4
1
2
1
8
5+

Squad: The squad consists of 3 Mortar crews (6 Squats)
Weapons: 3 Mortars. The crewmen have Bolters or Hotshot Lasguns.


FAST ATTACK

Guild Bike Squads

 
Points
WS
BS
S
T
W
I
A
LD
SV
Squat Biker
30
4
3
3
4(5)
1
2
1
8
4+
Veteran Biker
+15
4
3
3
4(5)
1
3
2
9
4+

Squad: The squad consists of 1 Leader and 2-4 Bikers.
Weapons: Squat Bikes are armed with twin-linked Bolters. The Bikers are armed with Bolt Pistols.
Options: Up to two Bikers may have: Flamer +6pts, Meltagun +10pts or Plasmagun +6pts. One Guild Trike may be added to the squad (see next entry).
Leader: Any Leader may be upgraded to a Veteran Biker at +15pts. The Veteran may have any options from the Squat Wargear List.

Hit and Run: Squat Bikes and Trikes may move 6" in the assault phase, in any direction, if they moved 6" or less in the movement phase. They may still make normal assault moves if they move over 6" in the movement phase.

Guild Heavy Weapon Trike Squad

Points
WS
BS
S
T
W
I
A
LD
SV
Squat Trike
50
4
3
3
4(5)
2
2
2
8
3+

Squad: The squad consists of 1-3 Guild Heavy Weapon Trikes.
Weapons: Each Trike is armed with a Heavy Bolter. Each driver is armed with a Bolt Pistol.
Options: May upgrade Heavy Bolter to Multi-Melta at +15pts.

Hit and Run: Squat Trikes and Bikes may move 6" in the assault phase, in any direction, if they moved 6" or less in the movement phase. They may still make normal assault moves if they move over 6" in the movement phase.

HEAVY SUPPORT

Thunderer Squad

Points
WS
BS
S
T
W
I
A
LD
SV
Thunderer
10
4
3
3
4
1
2
1
8
5+

Squad: The squad consists of 3-5 Thunderers.
Weapons: Boltguns/ Hotshot Lasguns
Options: Any squad member may have: Heavy bolter +15pts, Autocannon +20pts, Missile Launcher +20pts, Lascannon +30pts, Multi-Melta +30pts, Plasma Cannon +30pts or Conversion Beamer +30 pts.

Range
Strength
AP
Type
Conversion Beamer
48"
Special
1
Heavy 1, variable blast


Conversion Beamers work by converting the matter of the target to energy. This means that heavy armour is no defence. However, the beam is slow to focus, making fast targets almost impossible to hit.

The Conversion beamer requires 6+ to hit any target that moved more than 6" in its last turn. The Beamer may NEVER move and fire, not even from a vehicle. The weapon works slightly differently depending on the target.
Vs. Infantry
The Beamer scores a wound on a roll of 4+ regardless of the toughness of the target. If the beamer scores a wound, place a Blast marker over the original target. Models hit by the blast take a Strength 4 hit with an AP of 5. Note that although the Beamer can never score an 'instant kill' result, it can wound creatures with immunities to weapons of a specific strength, eg. Grotesques or Thousand Sons- but only with a direct hit.
Vs. Vehicles
The Beamer scores a glancing hit on a 3, and a penetrating hit on a 4+. Vehicles penetrated by this hit suffer an Ordnance Weapon penetrating hit. Place the Ordnance Blast marker over a penetrated vehicle- models struck by the blast take a Strength 7 hit with AP 5. Vehicles struck by the blast use the standard Penetrating Hit table if damaged.

Thudd Gun Battery

Points
WS
BS
S
T
W
I
A
LD
SV
Gunner
45/Gun
4
3
3
4
1
2
1
8
5+

Battery: The Battery consists of 1-3 Thudd guns, with 2 Squat gunners each.
Weapons: Thudd Guns. Gunners have Boltguns or Hotshot Lasguns.

Thudd Gun: A Thudd gun may be moved up to 6" per turn, but may not move and fire. The gun fires in exactly the same way as a Griffon Heavy Mortar. (but may not fire Siege Shells) If both crew are killed then the gun is considered destroyed.

Robot Maniple

Points
WS
BS
S
Front
Side
Rear
I
A
Robot
35
4
4
6
12
12
10
2
1


Maniple:
The maniple consists of 1-4 Robots.
Weapons: Each robot has two arm weapon mounts, and may have an additional back mount. The weapons are chosen from the following list:
Close Combat Weapon (S10, +1 A, no save allowed) +10pts (Arm Only)
Siege Hammer (as above, automatically penetrates) +20pts (Arm Only)
Heavy Bolter +15pts, Autocannon +20pts, Lascannon +30pts, Multi-Melta +30 pts, Flamer +6pts, Meltagun +10pts, Boltgun +2pts.

Automated: Robots are unaffected by Crew Shaken or Crew Stunned results.
Program: A Robot must ALWAYS follow its program. Each robot has a program chosen from the list below when the robot is set up, which tells it what to do in each phase.


Defend Location- Pick a point on the battefield at the start of the first Squat turn.
Movement: Towards the objective point by the simplest possible route.
Shooting: At the nearest enemy.
Assault: Never, unless an enemy is blocking movement to the objective. Never advances or consolidates.

General Battle
Movement: 6" towards the nearest enemy in sight.
Shooting: At the nearest enemy.
Assault: Assault the nearest enemy. Always advance.

Anti-Vehicle/ Anti- Infantry. (pick one or the other)
Movement: 6" towards nearest enemy vehicle/ infantry in sight.
Shooting: At the nearest enemy vehicle/ infantry.
Assault: Assault the nearest enemy vehicle/ infantry. Always advance.
If there are no enemies of the chosen type on the battlefield at the start of any Squat turn, the robot shuts down.

Mimic (a single squad within 6")
Movement: 6" towards the squad, until within 2" of the nearest member.
Shooting: At the same target as the squad (and at the same time)
Assault: The same target as the squad. Advance/ consolidate if the squad does.
If the robot is more than 6" from the squad at the start of any Squat turn it shuts down, including if the squad is wiped out.

Shutting Down: When a robot's program instructs it to shut down, the robot stops dead and will do nothing more for the rest of the battle. It may be shot at and damaged normally, is hit automatically in close combat and does not fight back. Even if the condition that made the robot shut down ceases to be true, it will not reactivate.

Vindicator

Points
Front
Side
Rear
BS
Vindicator
110
13
11
10
3

Type: Tank
Crew: Squats
Weapons: Armed with a hull-mounted Demolisher cannon and a Storm Bolter.
Options: May have: dozer blades, extra armour, hunter-killer missile, smoke launchers, pintle-mounted storm bolter or searchlight. (see Codex Space Marines)

Transports
Any Squat unit on foot may have either a Rhino or a Termite at 50pts.


Rhino

 
Points
Front
Side
Rear
BS
Rhino
50
11
11
10
3

Type: Tank
Crew: Squats
Weapons: Armed with a Storm Bolter.
Options: May have: dozer blades, extra armour, hunter-killer missile, smoke launchers, pintle-mounted storm bolter or searchlight. (see Codex Space Marines)
Transport: May transport up to 10 Squats, or 5 Exo-Armoured Squats.

Termite
A Termite allows a squad of Squats to Deep Strike if the scenario allows it.
Termites may carry up to 10 Squats, or 5 Exo-Armoured Squats. If the scenario does not allow Deep Strike then any Termites may be replaced by Rhinos if the models are available.