40K - Squats
SQUAT WEAPON SUMMARY
Ranged Weapons
Weapon |
Range |
Strength |
Armor Piercing |
Type |
Auto-cannon |
48" |
7 |
4 |
Heavy 2 |
Bolt pistol |
12" |
4 |
5 |
Pistol |
Bolt-gun |
24" |
4 |
5 |
Rapid Fire |
Flamer |
Template |
4 |
5 |
Assault 1 |
Graviton Gun |
24" |
X |
X |
Assault 1 Blast* |
Heavy bolter |
36" |
5 |
4 |
Heavy 3 |
Heavy Flamer |
Template |
5 |
4 |
Assault 1 |
Las-cannon |
48" |
9 |
2 |
Heavy 1 |
Laser Destroyer |
48" |
9 |
2 |
Heavy 1* |
Melta-gun |
12" |
8 |
1 |
Assault 1 |
Mole Mortar |
Guess 36" |
6 |
4 |
Heavy 1 Blast* |
Plasma cannon |
36" |
7 |
2 |
Heavy 1 Blast* |
Plasma gun |
24" |
7 |
2 |
Rapid Fire* |
Plasma lance |
24" |
8 |
2 |
Assault 1* |
Plasma pistol |
12" |
7 |
2 |
Pistol* |
Squat Auto pistol |
12" |
3 |
6 |
Pistol* |
Squat Auto-gun |
12" |
3 |
6 |
Assault 2* |
Plasma Warhead |
48" |
7 |
2 |
Heavy 1 Blast* |
*These weapons have additional special rules, see the Weapons
or Squat Wargear section of the rules below for more details.
Ordinance
Weapon |
Range |
Strength |
Armor Piercing |
Type |
Battle Cannon |
72" |
8 |
3 |
Ordinance 1/Blast |
Hand-to-hand Weapons
Axe: Roll to wound with user’s strength characteristic.
Opponent may take armour saves as normal.
Power Axe: Roll to wound with user’s strength characteristic.
Any wounds inflicted by these weapons ignore the opponent’s
armour saves.
Wargear
Artificer Helm: Some Engineers develop intricate weapons
and equipment for use in the Squat armory. One of the most unique
is the Artificer Helm that is created by the Guildmaster Engineer.
This piece of wargear will grant the Guildmaster a 5+ Invulnerable
save, as well as allowing the Guildmaster’s squad to ignore
any pinning from weapon fire.
Banner of Command: Vehicles in the Squat army are a
rarity and most often saved for the army’s commander and his
bodyguard. This Banner serves as a rallying point for nearby
Squats, and will keep them fighting in even the most dire of
situations. Every Squat model within 12" of this vehicle may
use the Warlord Leadership for Morale tests, and models that
have been broken may attempt to regroup, even if it normally
may not.
Banner of Thunder: Some Squats can suffer from blood
lust, and those that do are considered to be one of the most
frightening sights in the Imperium. Any unit that takes casualties
from this Squat unit will be pinned for the next turn. This
will occur from either shooting or close combat. Note: This
may only be taken by a squad and its Leader.
Banner of Vengeance: Squats are a veryy vengeful people,
and never forget a slight or insult. The Squat life is a harsh
one, and sometimes their underground cities are destroyed by
outside aggressors. Those who come from such a city have sworn
revenge on its destroyer. Before the start of the game, pick
one enemy unit. For the rest of the game, the Squat unit will
suffer hatred for that enemy (treated as the normal Squat Hatred
for Orks). If the nominated unit is Orky in nature, then the
Squat unit may assault up to 6", instead of the normal 3". Note:
This may only be taken by a squad and its Leader.
Carapace Armor: Carapace armor is made from large plates
of Armaplas molded to the wearer’s body. It is usually very
heavy, but this doesn’t bother the Squat wearing it. Carapace
armor gives the wearer a 4+ armor save.
Communicator: The Communicator is an item remarkably
similar to the Space Marine Signum. It is a form of communication
device that allows the Squat Guildmaster to provide targeting
information for other nearby units. However, through some enhancements,
the Communicator can be used to aid units not in his own squad.
In game terms, this allows any single model within 12" of the
Guildmaster to re-roll one missed to hit during the shooting
phase. The Communicator may not be used on models equipped with
a Targeter.
Dozer Blade: This large armored blade was designed
to push down trees and other debris in order to allow the vehicle
to move through rough terrain. A vehicle equipped with a Dozer
Blade may re-roll a failed difficult terrain roll as long as
it was not moving more then 6" that turn.
Exo-Armor: Squat Exo-armor was created to work outside,
in deep space or other inhospitable environments. The armor
looks huge when compared to the Squat that is inside, but in
reality it is not much larger than standard Space Marine Power
Armor. The armor has save of 2+, and is always adorned with
the best of weapons. Because of this, all weapons mounted on
the armor are always Master-crafted, which is already added
into the cost of the armor itself. The armor also restricts
the Squats already stunted movement, meaning that if an enemy
squad breaks in hand to hand combat the wearer may only consolidate,
and may not pursue. Also, Squats may ride a bike while wearing
this armor.
Gravitation Gun: The gravitation gun affects the local
gravity field and changes the weight of objects, making them
far heavier than normal. A target hit by a gravitation gun is
always affected, with no damage roll required. A living target
will be Pinned for the remainder of the game and may not move
or shoot, although a psyker may still continue to use his powers.
If the target is a vehicle, then the shot automatically penetrates.
Work this out as normally, rolling for damage results on the
Penetrating Hit table.
Weapon |
Range |
Strength |
AP |
Type |
Gravitation Gun |
24" |
X |
X |
Assault 1 Blast |
Guild Banner: The Squat army is not a full standing
army, which means that some units will march under the command
of different Leaders. Those supported by the Guild of Engineers
may re-roll any failed to hit rolls in their shooting phase.
Note: This may only be taken by a squad and its Leader.
Gyro-stabilized Weapon Mounts: With the advanced engineering
skills of the Squats determining new ways to increase their
vehicle’s effectiveness, they have found a way to increase the
stability of a weapon mount. With additional gyros and pneumatic
systems, weapons normally disrupted by movement may instead
ignore the jostling effects of rolling over terrain at break-neck
speeds. Vehicles equipped with Gyro-stabilized Weapon Mounts
are treated as fast moving vehicles, and can fire accordingly.
Note: Restrictions on Ordinance weapons allow it to shoot
even if the vehicle moved 6", but it may not fire any other
weapons if it does this.
Haywire Grenade: The Squat army uses this weapon to
destroy enemy vehicles with alarming ease. The haywire grenade
works by sending out a short-ranged electromagnetic pulse. Haywire
grenades may only be used against vehicles. The model may only
make a single attack with the haywire grenade, regardless of
their normal number of attacks. If the attack hits roll a D6
to determine the result: 1=No effect, 2-5=Glancing hit, 6=Penetrating
hit. The haywire grenade may only be used against a Dreadnought
if it has been first immobilized.
Hunter Killer with Plasma Warhead: Using the same technology
as the Imperial Hunter Killer missile, the Squat Engineers have
developed a large rocket with a plasma warhead. This is a single
shot missile, but instead of the normal Krak round, it is a
Plasma round. The weapon’s profile is as follows:
Weapon |
Range |
Strength |
AP |
Type |
Plasma Warhead |
48" |
7 |
2 |
Heavy 1 Blast |
Inherited Artifact: In Squat society, old weapons,
armor and wargear are revered greatly by peers if it once belonged
to a great hero. These artifacts are always master crafted,
and counts as an upgrade for existing wargear. The object causes
all those who the wielder is leading in his squad to fight with
increased vigor, allowing them to re-roll one failed break test
per turn.
Iron Lung: Few Squats survive the injuries they suffer
in battle. Those that do often have artificial organs and bionic
replacements grafted into their bodies. This "Iron Lung" cannot
enhance the Squat using them, but because of the sturdy pieces,
may actually protect the Squat from further injuries. A fatal
shot to the chest may instead ricochet off the enhanced ribs
and internal organs. If a model with an Iron Lung is killed,
instead of removing the model, place it on its side. At the
start of the next turn, roll a D6. If the result is a 6, then
the model may stand back up with one wound. If it is any other
result, remove the model as a casualty.
Laser Destroyer: This massive, supercharged laser cannon
is so large that it must be mounted on its own set of treads,
allowing it to move under its own power. The weapon is fired
using a mobile control box. The Laser Destroyer is effectively
several laser cannons, which fire one single blast simultaneously.
This allows you to roll 2 D6 for Penetration and take the best
result. The Laser Destroyer has the following profile.
Weapon |
Range |
Strength |
AP |
Type |
Laser Destroyer |
48" |
9 |
2 |
Heavy 1 |
Lightning Maul: The Lightning Maul is a powerful hammer
of Squat design. When the Maul strikes, it releases a huge amount
of energy, enough to stun the person struck by the Maul. In
game terms, the Lightning Maul counts as a Power Fist, but a
model wounded and not killed will be unable to attack until
the end of the next assault phase. A vehicle struck by the Lightning
Maul will suffer a crew shaken result in addition to any other
result.
Magnetized Hull: Squat engineers have a very different
view of how things should be created. With this kind of thinking
in mind, they have been able to create and sustain a magnetic
field that runs over the hull of a vehicle. The effect of magnetizing
the hull means that an assaulting unit will lose 1 attack with
its weapons. Note: Unfortunately, a side effect of this upgrade
would disrupt any crewman sitting on its surface. Open topped
vehicles may not take this upgrade.
Master Crafted Armor: This is considered an upgrade
for the Squat’s armor. Carapace Armor gains a 3+ save, while
Squat Exo-armor may re-roll one failed save per turn.
Master Crafted Weapon: A master-crafted weapon follows
the normal rules, except that you may re-roll one missed to
hit roll per turn. MC weapons are taken as an upgrade to a weapon
that is already being carried. Grenades may not be master-crafted.
The cost of master crafting a weapon is in addition to the weapon
itself and is the only part of the cost that applies to the
100-point limit.
Mole Mortar: Like all Squat weapons, the Mole Mortar
is a unique piece of weaponry. Designed to blow underground
tunnels, the Mole Mortar delivers a payload that travels under
the ground. The results are even more devastating than a normal
mortar, causing the ground under a unit to erupt in a deadly
explosion. The Mole Mortar fires in a matter normal to any other
guess weapon. However, due to its unique nature, the full force
of the explosion will affect only units on the ground. Skimmers
will suffer only glancing hits, even if the result is a penetrating
hit. A mole mortar explosion will create a crater equal to the
size of its blast area. Treat the crater as difficult terrain.
Weapon |
Range |
Strength |
AP |
Type |
Mole Mortar |
Guess 36" |
6 |
4 |
Heavy 1 Blast |
Phoenix Bolts: Occasionally a Squat Engineer will create
an invention that is rather startling in nature. The Phoenix
Bolt is such a weapon. Taking miniaturized plasma cells and
placing them in auto-cannon rounds, a normal Auto-cannon can
fire bolts of plasma. While these are not particularly strong
cells, they do explode on impact. This has the effect of making
the Auto-cannon a Heavy 2 Blast weapon.
Plasma Field generator: The Squats’ mastery over Plasma
Technology has extended past just vaporizing the enemy. They
have crafted it to a personal force field that covers the squat
with a thick membrane of plasma, forming an impenetrable barrier.
The field gives a 4+ unmodified save against any attack that
is made against the user.
Plasma Lance: This large, cumbersome looking weapon
is of a very unique design. Utilizing plasma technology, and
enhancing it slightly, the Squats have created a very deadly
weapon. Wrapping the lance in a plasma field, it is capable
of firing a high intensity energy bolt or cutting through powered
armor. The Plasma Lance may fire in the shooting phase, using
the given profile, or it may be used in an assault as a power
weapon. Because of the large energy drain, it may not be used
during both phases in the same turn.
Weapon |
Range |
Strength |
AP |
Type |
Plasma Lance |
24" |
8 |
2 |
Assault 1 |
Plasma Weapons: Unlike their Imperium counterparts,
the Squats have perfected the use of Plasma Weapons. They have
perfected the plasma emergency venting to the point that the
Squat warrior does not have to fear overheating. If a 1 is rolled
to hit for any Squat Plasma weapon, then only a miss will occur.
Power Winch: Attached to the front of most Squat Vehicles,
the power winch is a handy tool that is used in mining operations.
A vehicle that is equipped with a power winch may pull itself
out of any impassable terrain it becomes stuck in. This will
take the vehicle’s entire movement phase, and will place it
just outside the impassable terrain.
Rune Axe: This massive weapon (which, Imperial Scholars
argue, often weighs more than the Squat who wields it) is used
to channel the psychic powers of Squats who have reached the
age when they become living ancestors, developing psychic power,
not unlike a force weapon used by the Space Marine Librarians.
The massive weight of the Axe head is enough to bring the weapon
down and cut through plasteel like butter. Treated as a normal
force weapon, it also doubles the Lord’s strength characteristic
and ignores armor saves. However, the user will strike last
in close combat, regardless of initiative.
Scanner: The Scanner is a short-range energy detector
used to spot hidden troops nearby by "seeing" their energy and
heat signatures. If there are enemy infiltrators set up within
4D6" of a model with a Scanner, then that model may take a free
shot at them (or Sound the Alarm in a Raid Scenario). If the
model is part of a unit, then the whole unit may shoot. These
shots are taken before the battle begins and could cause the
target to fall back. The normal rules for shooting apply.
Squat Attack Trike: Attack Trikes carry two Squats
into battle. Attack Trikes work in a similar manner to regular
Attack Bikes, War-Trikes, and Bikes. They can fire two weapons
in the shooting phase, and have an improved save because of
the two crewmen. The Attack Trike also has an enhanced toughness
as a War-Trike, but has two attacks instead of one.
Squat Auto-guns: Since Squats fight in much closer
quarters than their Imperial counter parts, they have had to
modify the Auto-gun for a more different role. Instead of the
normal Rapid Fire characteristic, Squat Auto-guns have an Assault
2 profile. Squat Auto-guns and Auto-pistols also have AP6.
Squat War-Trike: The Squat War-Trike operates in a
very similar manner to the Space Marine Bike. A War-Trike moves
12" in the movement phase and 6" in the assault phase. The bike
grants its driver a +1 to toughness. Models may wear Exo-armor
while riding the War-Trike. The War-Trike comes with twin linked
Squat Auto-guns.
Super-chargers: Squats have a thing for speed. Most
of their personal vehicles have been modified to have enhanced
power cells or fuel injection systems, which give the vehicle
an extra boost of speed. Any Squat vehicle equipped with super-chargers
may move an additional D6" in its movement phase.
Targeter: Squats do not have a reputation for being
among the best shots in the galaxy. However, with their technical
expertise, they have managed to create a remarkable piece of
equipment. Any unit equipped with a Targeter may re-roll one
failed to hit per shooting phase.
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