SQUAT CODEX

by Quinton Woeppel

Squads | Wargear | Modelling

Until the squat codex comes out I have a few ideas to run them…

Use the Characters and Support Sections as posted in the Grey (Black) codex army lists in the Warhammer 40K booklet..

In addition…

Exo-Armor Squads: …………………………………………………250 pts per squad

(cost figured by removing unusable gear from Standard Hearthguard. As an option, the Warlord may become not only the general of the army but also the leader of the Exo-Armor squad. The squad drops to 4 Exo-Armored Squats and the Warlord is included in the squad as leader, with the number of models remaining at 5. Total cost of the Warlord lead squad is raised to 301 pts.)

Exo-Armor Squads are warriors specially trained to take advantage of the Exo-armor of their race. This armor is rare and very precious, only Dwarfs with a proven battle record can be trained in the use of Exo-armor.

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Exo-Armored Warlord

4

7

6

4

5

3

5

3

10

Exo-Armored Hearthguard

4

5

4

3

4

1

3

1

10

SQUAD: Squad consists of 5 Hearthguard warriors. One acts as leader.
WEAPONS: Bolter, Targeter, and Power Axe
ARMOR: Squat Exo-Armor (4+ save on 2d6)
WARGEAR:

Up to one model may replace his bolter with a weapon chosen from the Squat Exo-Armor heavy weapons table. Any model may upgrade his bolter to a combi-weapon at a cost of 8 pts.  Any Model may exchange his Power axe for a Weapon from the Exo Armor Assault weapons table.
SPECIAL:

The normal Move distance of Squats in Exo-armor is upgraded to account for the servo- motors in the legs of their armor. Charge distance is still only 6 inches as at speeds higher than this the Hearthguard will be wounded.

Hearthguard Assault Squad…………………………125 pts. per squad

The Hearthguard are the Veteran warriors of any Squat stronghold and as such are frequently on the vanguard of any Squat assault or defence. These venerable warriors are trained and equipped to make the most of Squat physiology and nature.

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Squat Warrior

3

5

4

3

4

1

3

1

10

SQUAD:

The squad consists of 5 models.

WEAPONS:

Bolt pistol, Axe, Frag and Krak Grenades

ARMOR:

Carapace armor (4+ save)

WARGEAR:

Any number of models may have additional Assault weapons and one model may be equipped with a Special weapon from the Squat Wargear List. The squad may be fitted with Refractor Fields at 30 pts. for the whole squad. Additionally the whole squad may be equipped with jump packs for 25 pts.

Squat Slayer Squads

The psychological makeup of Squats makes them somewhat unbalanced. At times a Squat warrior will perform a deed that he feels only death will atone for. At this time the Squat will join a squad of Slayers and attempt to seek his fate. As the Squat continues to survive he will choose more and more dangerous opponents in order to find his atonement. Through sheer ferocity some of these survive to fight again and again. As they continue to survive they become better warriors. In order to reflect this, the Squat will take a name from his current prey. The Slayers are one of the most feared opponents of Squat enemies.

Ork Slayer

20 pts per model

Bug Slayer

45 pts per model

Chaos Slayer

70 pts per model

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Squat Ork Slayer

3

5

4

3

4

1+1

3

1

10

Squat Bug Slayer

3

6

5

4

5

2+1

4

2

10

Squat Chaos Slayer

3

7

6

4

5

3+1

5

3

10

SQUAD:


The Squad must consist of at least 5 models and may be as large as you desire. The squad is not formally organized and squads vary greatly depending on the survivors of the last battle. The different types of Slayer may be mixed in the same Squad. (If a mix of Slayer types are used, the models must be obviously different to show the distinction.)

WEAPONS:

Axe

ARMOR:

Force of will… the Chaos Slayer can withstand punishment that would kill a sane Squat. To represent this, any wound that they receive is saved on a 6 with no modifier.

WARGEAR:

Any model may be equipped with Hand to Hand combat weapons chosen from the Slayers Assault Weapons Wargear list. Note that it is not necessary to arm each warrior identically. Each model may be armed as you wish.

Note also that as Champions, Heros, and Mighty Heros the Slayers would normally be entitled to 1, 2, or 3 Wargear cards but may only be able to choose Hand To Hand Combat Wargear cards. No additional armor or fields may be taken, nor grenades or ranged weapons. Bionics, jump packs, combat drugs and so on are legal.

SPECIAL:





Extra wound. As they enter combat the Slayer psychology takes over and the Squats become Berserkers. Only after the battle when their rage slows are they able to feel their wounds. To represent this the Slayers start the battle with 1 extra wound each (the normal number of wounds plus 1 extra, temporary wound). If they sustain all wounds during the battle they are slain, but if they sustain only 1,2, or 3 wounds (depending on Slayer type) then they survive. However, after the battle is over but before you determine the winner, you must deduct the extra wound from all models. This means that any Slayers that already sustained 1, 2, or 3 wounds will be dead, and these casualties count towards final victory points.

Leadership. Except where noted above, Slayers are automatically assumed to pass any Leader-ship tests they are required to take and so cannot be broken or shaken. Their Leadership value is therefore never used, but is included for comparative purposes.

Psychology. Aside from Frenzy, the Slayers are not affected by any of the psychology rules. They never test for fear, terror, or any other psychology described in the Warhammer 40K rulebook.

Frenzy. The Chaos Slayers are subject to frenzy with two exceptions. The Slayers may not take a restraining test to avoid going into frenzy. This means that they are always affected by the rules for frenzy and must always charge the enemy if they are able to do so. The second exception is that Slayers may make one parry no matter what weapons they use. This includes axes, hammers, and rock drills as well as swords.

Engineer’s Guild Bike Squad……………..30 pts. per model

Guild Bikers are the warriors that have been trained by the Guild of Engineers to escort the Guildmasters on their journeys between strongholds. The Guild needed highly moble and well trained forces to enable the Guildmasters access to the various strongholds during times of inter-league strife. The Guild bikers are more adventurous than the standard Brotherhood and often found hiring themselves out on a mercinary basis until the Guild requires their services. Guild Bikers are the best bikers in the known cosmos. They are adept at manuevering their bikes in ways that most races are unable to match. They are raised in the saddles of their vehicles and the Squat racial memory enhances their training.

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Guild Biker

3

4

3

3

4

1

2

1

9

Guild Biker Warleader

3

5

4

3

5

1

3

1

10

SQUAD:

The squad consists of 3-8 models mounted on Squat Bikes. One model may be upgraded to a Guild Bike Warleader at a cost of +10 pts.

WEAPONS:

Lasgun OR laspistol, Frag and Krak Grenades

ARMOR:

Flak armor (6+ save). AWarleader is outfitted with Carapace Armor (4+ save).

WARGEAR:

Any number of models may have additional Assault or Special weapons chosen from the Squat Wargear lists. Additionally Guild bikers are able to purchase standard Boltguns at a cost of 3 pts.

SPECIAL:

To represent the Guild bikers legendary skill at piloting bikes they are given a +1 to the d6 roll on the Skid Test chart on page 83 of the Warhammer 40000 Rulebook.

Warrior Squad………………………………85 pts.

The Warrior Squad is the most common unit of Squat fighting men. Equivalent to a Space Marine Tactical Squad, the Warrior Squad is flexible and unspecialized. These squads are equipped for a large variety of purposes.

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Squat Warrior

3

4

3

3

4

1

2

1

9

SQUAD:

The squad consists of 5 models

WEAPONS:

Lasgun, Laspistol, Frag and Krak Grenades

ARMOR:

Flak armor (6+) save

WARGEAR:

One model may be equipped with an additional Special weapon chosen from the  Squat Wargear List.

One model may be equipped with an additional Heavy weapon chosen from the Squat Wargear List.

Attack Squad…………………………85 pts.

The attack squad is the close fighting arm of Squat forces. They are armed to take advantage of the Squats natural resiliancy and skills.

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Squat Warrior

3

4

3

3

4

1

2

1

9

SQUAD:

The squad consists of 5 models.

WEAPONS:

Bolt pistol, Axe, Frag and Krak Grenades

ARMOR:

Flak armor (6+ save)

WARGEAR:

Any number of models may have additional Assault weapons and one model may be equipped with a Special weapon from the Squat Wargear List. The squad may be fitted with Mesh armor (5+save) at a cost of 15 pts for the whole squad. Additionally the whole squad may be equipped with jump packs for 25 pts.

Thunderer Squad……………………………85 pts

The Thunderers are the long range or support weapons sections of the Squat army. They are trained to give cover and barrage fire to the forward employed troops.

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Squat Warrior

3

4

3

3

4

1

2

1

9

SQUAD:

The squad consists of 5 models

WEAPONS:

Lasgun, Laspistol, Frag and Krak Grenades. Any number of models may be equipped with an additional Special or Heavy Weapon chosen from the Squat Wargear List.

ARMOR:

Flak armor (6+ save)

Sapper Squad……………………………100 pts

Squat sappers are combat engineers that have been trained to tunnel under the battlefield and attack the enemy from unexpected positions.

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Squat Warrior

3

4

3

3

4

1

2

1

9

SQUAD:

The squad consists of 5 models

WEAPONS:

Lasgun, Laspistol, Frag and Krak Grenades

ARMOR:

Flak armor (6+ save)

WARGEAR:

Shovel. Up to one model may be equipped with an additional Special Weapon chosen from the Squat Wargear List. Any number of models may be equipped with additional weapons from the Assault Weapons section of the Wargear list.

SPECIAL:




Tunnel: At the beginning of the game, do not deploy Sapper Squads on the table. During any of the Squat player’s movement phases, nominate a target anywhere on the table. Roll for one scatter as standard. The Sapper squad emerges from this point and may make a full move from there. If there is a Hit and misfire combination then the squad has suffered a cave-in. Roll a d6 for each model. On the roll of a 6 the model survives but must scatter one more time. Any other roll results in the loss of the model. Sappers may only tunnel to deploy and may not tunnel again in the game.

Return to Top.

Squat Wargear:

Wargear Lists:

Exo-armor Heavy weapons table: Exo-armor Assault Weapons list
Assault Cannon 42 Power Sword free
Heavy Flamer 22 Power Hammer +5
Lascannon 42 Rock Drill +3
Auto Cannon 22

Slayer Wargear List

Chainsword

2

Hand Flamer

5

Power Axe

7

Power Glove

10

Power Hammer

12

Power Sword

6

Sword or Axe

1

Slayers Axe

10

Rock Drill

10

All other wargear lists are same as Codex Army Lists (Grey/Black Codex) Page 14.

Editor's Note:  Many of the weapons in Codex Army Lists have the wrong points value.  I would advise checking the points values in one of the Space Marine codecii to find the correct points value.  The Squat heavy weapons all come equipped with targeters.

New Wargear:

Slayers Axe….......…10 pts.

The Slayers axe is a larger, heavier variant of power axe that only a raging Slayer may use effectively. The Slayers Axe must be used in both hands. This prevents the use of a secondary weapon.

Strength

Damage

Save
Modifier

Armor
Penetration

Special

Close Combat Only

8

D2

-4

D6+D20+8

Close combat

Power Hammer………..12 pts.

The Power Hammer is a varient of the thunder hammer that was developed by the Squats while they were cut off from the Empire by the raging Warp storms. It was initially developed to blast rock to bits during mining operations.  The hammer has evolved into the military version now seen on battlefields across the cosmos.

Strength

Damage

Save mod

Armor Pen

Special

Close Combat Only

Special

D6

-5

Auto

See rules for thunder hammer

Note on Power Hammer: Must be used two-handed unless carried by Exo-armored Squat.

Rock Drill…………10 pts.

The rock drill is a civilian tool carried over into military use. It is customarily used to drill for the ore that Squats so dearly love but used as a weapon it can cause some fearsome damage.

Strength

Damage

Save
modifier

Armor
Penetration

Special

Close Combat Only

4

1

-4

Special

Close combat

Special: The rock drill has an Armor penetration based on its sole purpose to mine through ore. Standard penetration is only 2D6+4 but add an additional 2 ptsX a number as indicated on a scatter dice. (i.e. A 4 is rolled then add 8 to the pentration roll. If an 8 is rolled then add 16 pts of penetration). If a misfire is rolled then the weapon is jammed and does no penetration at all. It will work as normal next round. On a human use this variable rule. If a model inflicts 2 or more hits in combat then he can exchange all the hits for a single hit with increased strength and damage as he drill through the opponents body. The bonus equals +1 Str and +1 damage for each hit after the first, so you exchange 2 hits for S5 hit causing 2 wounds, 3 hits for a S6 hits causing 3 wounds and so on.

Note on Rock drill: Must be used two-handed unless carried by Exo-armored Squat. If used by any other model then it counts as encumbering equipment and the bearer recieves –1 WS as standard.

Return to Top.


Modelling

Note from the author… the Slayers look exactly as Troll or Giant slayers in Warhammer Fantasy Battle so you may use the figures that you have from there (modify weapons as needed). The Exo-Squats however... unless you have some first or second edition figures you are out of luck. Attack squads are fairly simple to make, use WHFB dwarfs and place bolt pistols on them. I used the plastic Dwarfs from the fantasy warriors set and they look great. All my other models came from the Squat boxed set. I have found several older models at a local used figures place but I hear that Games Workshop has an area to order out of circulation figures as well (rather expensive I would gather). For conversion purposes Thunder hammers make excellent Power Hammers as do some of the more ornate heavy hammers from the Warhammer Dwarf Hammerer Squads. The Rock drill can be made from a Necromunda Pit Slave’s Drill Arm or from a drill bit just laying around and some milliput.

The Sapper squad was Shamelessly ripped off from Ragnar’s Realm of Inisfail and I suggest you go there for other good stuff.

Return to Top.


Back to The Squats.

E-mail Ragnar your submissions!