Squat Weapon Summary
Name_____________Range_____Str_____AP____Type
Squat Laspistol...12" 4 5 pistol
Squat Lasgun......24" 4 5 Rapid fire
Plasma Pistol.....12" 7 2 Pistol*
Plasma Gun........24" 7 2 Rapid Fire*
Bolt Pistol.......12" 4 5 Pistol
Bolter............24" 4 5 Rapid Fire
Auto Pistol.......12" 3 - Pistol
Flamer............Template 4 5 Assault 1
Melta Gun.........12" 8 1 Assault 1*
Auto Cannon.......48" 7 4 Heavy 2
Heavy Bolter......36" 5 4 Heavy 3
Lascannon.........48" 9 2 Heavy 1
Missle Launch/frag 48" 4 6 Heavy 1 Blast*
Missle Launch/Krak 48" 8 3 Heavy 1*
Multi Melta.......24" 8 1 Heavy 1*
Plasma Cannon.....36" 7 2 Heavy 1 Blast*
Sniper Rifle......36" X 6 Heavy 1*
Mole Morter.......G48" d6 6 Heavy 1 Blast
Thudd Gun.........G48" 5 5 Heavy 1(4) Blast(Thudd Gun Template)
Rail Gun..........48" 6 4 Heavy 3
*these have special rules in the 40k 3rd edition.
HQ
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
ld |
Save |
0-1 Warlord |
70 |
5 |
4 |
5 |
5 |
3 |
4 |
3 |
10 |
4+ |
Weapons: Squat Laspistol
Options: May be given up to Two weapons from the Squat HQ Weapon List.
May be equipt in Exo-Armor +11pts. If so then his weapons are replaced with a bolter and a
power axe. Gives a 3+save.
May be mounted on a bike +20pts.
Special Rules
Independant Character: Unless accompanied by a Retinue of Hearth Guard, the Warlord
is an Independant Character and follows the applicable rules.
Retinue: Warlord may be accompanied by his Hearth Guard. HearthGuard
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
HearthGuard |
15 |
4 |
4 |
3 |
4 |
1 |
3 |
1 |
10 |
4+ |
Squad: Between 4 and 9 Hearth Guard.
Weapons: Squat Laspistols
Options: Up to 4 Hearth Guard may be equipt with the following Weapons; Hvy Bolter
+10, Lascannon +15, Multi Melta +20, Auto Cannon +20, Plasma Cannon +35, Rail Gun +15. May
all be equipt in Exo-armor IF the Warlord is also so equipt +11pts, (+3sv, weapons are
bolter, power Axe.) May be mounted on a bike +20pts if Warlord is so mounted.
Engineer Guildmaster
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
0-1 Guildmaster |
40 |
4 |
4 |
4 |
5 |
2 |
3 |
2 |
10 |
4+ |
Weapons: Squat Lasgun
Options: May be given up to two weapons from Squat HQ list. May be mounted on a
bike +20pts.
Special Rules:
Independant Character: As above, but with no retinue.
Technical Knowhow: A Guildmaster knows his weapons. Therefore he may reroll one
missed weapon roll per turn.
Ancestor Lord
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
0-1 Ancestor Lord |
100 |
6 |
5 |
5 |
6 |
4 |
4 |
4 |
10 |
4+ |
Weapons: Squat Laspistol
Options: May be equipt with up to two choices from the HQ weapons list. May be
mounted on a bike +20pts. May be equipt with Exo-armor for +11 pts.
Special Rules:
Independant Character (As normal, may also be equipt with a retinue of up to 2
HearthGuard)
May choose ONE of these powers at the beginning of the game.
Physic Power: Hammer of Fury The Ancestor Lord unleashes a mighty physic hammer
of force that scythes through the enemy.
Range: 12" Str:5 AP:2 Assault:3
Physic Power: Domination The Mighty mind of the Ancestor Lord is brought to
bear on the enemy. Use during the shooting phase, may not be done in the same phase as Hammer
of Fury. Ancestor Lord can make one enemy model within 15" make a Ld Roll. If
failed then Enemy makes one non-self destructive action as dictated by the Squat Player.
(Shoot friendly model, move out of cover etc...)
Psychic Power: Force Dome During the Assault Phase the Ancestor Lord may
cast a force dome anywhere within 24" of himself. Use the 2nd edition template or a
4"template. This dome lasts for 1 turn and blocks Line of sight, movement, etc... Can
be destroyed by rolling a model's St or less on 2d6.
Ancient Lore: An Ancestor Lords wisdom is legendary so he is often called on by the
warlord to make strategic and tactical suggestions. The Ancestor Lord adds 1d6 to the
Strategy Rating Roll when he is present in an army.
ELITES Demolition Team The Demolition Teams of the Squats
penetrate deep into the battlefield to hinder the enemy by destroying bridges and
fortifications, or laying sinister boody traps and minefields.
Troop Type |
Points/Squad |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Demolition Team |
65 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
5+ |
Squad: Consists of two Squats.
Weapons: Squat Lasguns, Squat Laspistols, Frag and Krak Grenades, Mine deployer,
and Demolition Charges.
Options: None
Special Rules:
Infiltrate (If allowed by scenario)
Demolition Charges: Timed charges that can be affixed to buildings or vehicles.
Streangth 6, and add a bonus 1d6 to penetration roll. May only be used on buildings or
vehicles.
Mine Deployer: Once per battle the Demo team may fire it's mine deployment device.
This fires a cluster bomb filled with mines that land in a 6" radius area. The
deployer has a range of 8 inches and can be measured from either model in the squad. The
mines are Str 5 Ap 4 Blast.
0-1 Ratling Snipers Nobody knows when ratlings first started
infesting the Forgeworlds of the Squats, but everyone knows that they are great shots, and
very sneaky.
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Snipers |
11 |
2 |
4 |
2 |
2 |
1 |
4 |
1 |
6 |
5+ |
Squad: Consists of 3 to 8 ratlings
Weapons: Sniper Rifles.
Special rules: Infiltrators
Exo-Armor Squad
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Exo-Armor Squat |
20 |
4 |
4 |
4 |
4 |
1 |
2 |
1 |
9 |
3+ |
Squad: 1 sergeant and between 3 and 7 Exo-Armor Squats.
Weapons: Bolter and Poweraxe.
Options: One member may exchance his bolter for one of the following; Autocannon
+10, Heavy Bolter +5, Railgun +15, Lascannon +20.
Special Rules: Deep Strike (When permitted by scenario.)
TROOPS
Warrior Squads
Troop Type |
Points/Squad |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Master Sergeant |
+15 |
4 |
4 |
3 |
4 |
1 |
3 |
1 |
9 |
4+ |
Warriors |
50 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
5+ |
Squad: Consists of one Warrior Sergeant and 7 Warriors. (Due to popular demand
you may, as an option, have squads of 4-8 squats at 8 points ea.)
Weapons: Squat Lasguns. The Sergeant may replace his Lasgun for a Squat Laspistol
and a close combat weapon at no extra points cost.
Options: One Squat may be armed with one of the following weapons: Flamer +6,
Meltagun +15, Plasma gun +8, Heavy Bolter +5, Missle Launcher +10, Lascannon +15,
Multimelta +20, Autocannon +20, Plasma Cannon +35, Rail Gun +10. The entire Squad may be
equipt with frag and krak grenades at +3 points per model.
Character: The Sergeant may be upgraded to a Master Sergeant for +15pts. The Mstr
Sgt. may be equipt with one weapon from the Squat HQ weapon list.
Rhino Squad may be mounted in a rhino at +50 points.
Termite Squad may be mounted in a termite at +65 points.
Sapper Squad Penetrating deep into the battlefield through
quickly dug tunnels, the sappers are a surprise shock force that can easily demoralize the
enemy by appearing in their midst.
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Sappers |
25 |
4 |
3 |
4 |
5 |
1 |
2 |
1 |
9 |
5+ |
Squad Consists of 4-8 Sappers.
Weapons: Squat Lasguns, Frag Grenades
Options: One Sapper may be armed with one of the following; Flamer +6, Plasma gun
+15, Meltagun +8. None may carry Heavy weapons. May be equipt with Krak grenades for 2 pts
each.
Special Rules: Deep Strike (If Scenario allows it)
0-2 Mole Morter Squads
Troop Type |
Points/Team |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Warrior |
30 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
5+ |
Team: Consists of 1 to 3 weapon teams containing a mole morter and 2 warriors.
Weapons: Warriors are armed with Squat Lasguns.
Special rules: Because the morter shell travels underground, there are no cover
saves allowed. Further line of sight is not nessicary as long as at least one member of
the Squat army can see the target. The sheer nature of an underground traveling morter
causes it to be a bit unpredictable. The shell may strike a dense mineral deposit, or
richochet off some granite, or simply be mis-aimed. To account for this, roll scatter
dice. On a misfire it simply didnt surface. On a hit misfire the shell drill didn't work
properly or the morter was set on a particularly rough section of ground. the mole morter
is destroyed and determine a hit as if a mole morter shell had exploded, centered on the
morter.
Also, sometimes a shell is deeper then others when it explodes. Therefore roll a d6 to
determine the streangth of the blast.
FAST ATTACK
Attack Squad
Troop Type |
Points/Squad |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Master Sergeant |
+15 |
4 |
4 |
3 |
4 |
1 |
3 |
1 |
9 |
4+ |
Warriors |
50 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
5+ |
Squad: Consists of one Sgt and 7 Squats. (Due to popular demand you may, as an
option, have squads of 4-8 squats at 8 points ea.)
Weapons: Squat Lasguns, Close Combat Weapons, and Frag grenades. The whole Squat is
equipt with Jump Packs.
Options: The whole Squad may be equipt with Krak grenades at +2 points per model,
Melta-Bombs at +4 points per model. One may be equipt with a plasma pistol at +5 points.
Character: The Sgt. may be upgraded to a Master Sgt. for +15 points. The Mstr Sgt.
may choose 1 weapon from the Squat HQ weapons list.
Battleragers
Troop Type |
Points/Squad |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Battlerager |
45 |
6 |
- |
4 |
5 |
2 |
3 |
2 |
10 |
none |
Squad: Consists of 8 Battleragers.
Weapons: Battleragers are armed with a close combat weapon, and a power axe.
Special Rules:
Adrenaline Rush: Battleragers are so crazed with battle lust that they can push
their bodies past endurance. Further they care very little for the dangers of battle.
Therefore they follow the Fleet of Foot rules found in the Eldar codex. Because of their
bold rush across the battlefield, enemy units are at +1 to hit them no matter how far they
move. Must always move towards the enemy.
Battlerage: Battleragers fear nothing therefore they never take a moral check, even
after losing an assault. They will fight to the death.
Bike Squadron
Troop Type |
Points/model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Master Sergeant |
+15 |
4 |
4 |
3 |
4(5) |
1 |
3 |
2 |
9 |
4+ |
Biker |
20 |
4 |
3 |
3 |
4(5) |
1 |
2 |
1 |
9 |
5+ |
Attack Bike |
60 |
4 |
3 |
3 |
4(5) |
1 |
2 |
2 |
9 |
4+ |
Squad: Consists of 1 Squat Sgt. and 2 to 4 Squat bikers.
Weapons: Each bike is equipt with twin-linked bolters and a keg of beer (haha),
each Squat is armed with a squat Lasgun.
Options: up to 2 Squats may be armed with one of the following; flamer +6, Meltagun
+15, Plasma Gun +8.
The Sgt. may be armed with a close combat weapon at +1 pt.
Character: The Sgt. may be upgraded to a Master Sgt. for +15 pts. May choose one
weapon from the Squat HQ weapon list. UPGRADES: DRUNKEN HEROICS, +5pts. The Squat
riders have become lickered up. They will ignore any and all leadership checks and get one
extra attack in hand to hand. However, at the beginning of each turn roll a d6. On a one
something bad has happened. Roll again 1-2: Biker has passed out. the bike goes out of
control and the squat is removed as a casualty. 3-4: The squat is caught up in
uncontrolable retching and may do nothing this turn except stop and void his stomach. 5-6:
The squat is seeing double. for this turn his ballistic skill and weapon skill will be
treated as 2.
STUNT RIDING, +10pts. The Squats are particularly brave, stupid, and skilled. They Ignore
all rolls for dangerous terrain, and may fire an extra hand weapon in the shooting phase.
(look ma no hands)
Attack Bike: May include one attack bike at +60 points. The bike is equipt with
twin linked bolters and a Multi-Melta.
Attack Bike Squadron
Troop Type |
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Attack Bike |
60 |
4 |
3 |
3 |
4(5) |
1 |
2 |
2 |
9 |
4+ |
Squad: Consists of 1 to 3 Attack Bikes.
Weapons: Bike is fitted with twin-linked bolters and a Multi-Melta, Each Rider has
a Squat Laspistol.
UPGRADES:
DRUNKEN HEROICS, +5pts. The Squat riders have become lickered up. They will ignore any and
all leadership checks and get one extra attack in hand to hand. However, at the beginning
of each turn roll a d6. On a one something bad has happened. Roll again 1-2: Biker has
passed out. the bike goes out of control and the squat is removed as a casualty. 3-4: The
squat is caught up in uncontrolable retching and may do nothing this turn except stop and
void his stomach. 5-6: The squat is seeing double. for this turn his ballistic skill and
weapon skill will be treated as 2.
STUNT RIDING, +10pts. The Squats are particularly brave, stupid, and skilled. They Ignore
all rolls for dangerous terrain, and may fire an extra hand weapon in the shooting phase.
Gyrocopter
Type |
Points/model |
Front |
Side |
Rear |
Bs |
Gyrocopter |
75 |
10 |
10 |
10 |
3 |
Type: Fast, Skimmer, Opentopped vehicle.
Crew: One Squat
Weapons: A Rail Gun and a Bomb dispenser.
Special: Anywhere during movement, may drop bombs. (This counts against number of
weapons you can fire). Use the Thudd Gun Template. Str 5 Ap 5 Blast(T.G.Template)
HEAVY SUPPORT
Thunderer Squad
Troop Type |
Points/Squad |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Master Sergeant |
+15 |
4 |
4 |
3 |
4 |
1 |
3 |
1 |
9 |
4+ |
Warriors |
40 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
5+ |
Squad: Consists of 7 squats and 1 Sgt.
Weapons: Squat Lasgun frag grenades.
Options: Up to 5 Squats may be armed with one of the following weapons: Flamer +9,
Meltagun +18, Plasma gun +11, Heavy Bolter +8, Missle Launcher +15, Lascannon +18,
Multimelta +25, Autocannon +25, Plasma Cannon +40, Rail Gun +15. The entire Squad may be
equipt with krak grenades at +2 points per model.
Character: The Sergeant may be upgraded to a Master Sergeant for +15pts. The Mstr
Sgt. may be equipt with one weapon from the Squat HQ weapon list.
Rhino: Squad may be mounted in a rhino at +50 points.
Termite: Squad may be mounted in a termite at +65 points.
Thudd Gun Battery
Troop Type |
Points/Team |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Warrior |
30 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
5+ |
Squad: Consists of 1 to 3 Thudd Gun teams.
Weapons: Squats are armed with Squat Lasguns.
Special: The Thudd Gun fires a burst of four shells into the air. The shells
displace only a little bit so it is nessicary to use The Thudd Gun Template. If you don't
have one (shame, shame) then roll a scatter die. Measure one inch from where the first
shell landed, then roll a scatter die again, and so on until all four shells have landed.
Each shell has a 1" radius blast. If all else fails then use a barrage template, it
covers about the same area, it is just not as cool.
Landraider
Type |
Points/model |
Front |
Side |
Rear |
Bs |
Landraider |
240 |
14 |
14 |
14 |
3 |
Type: Tank
Crew: Squats
Weapons: The Landraider is equipt with two twin-linked Lascannons in side sponsons,
and a twin-linked Hvy Bolter on the Hull.
Options: May be equipt with smoke launchers for +3 pts.
Transport: May carry 10 Squats or 5 Exo-armored Squats.
TRANSPORT
Rhino
Type |
Points/model |
Front |
Side |
Rear |
Bs |
Rhino |
50 |
11 |
11 |
10 |
3 |
Type: Tank
Crew: Squats
Weapons: Equipt with a StormBolter
Options: May be equipt with smoke launchers at +3 Points.
Transport: May transport 10 Squats. Or 2 Exo-armor Squats.
Termite
Type |
Points/model |
Front |
Side |
Rear |
Bs |
Termite |
65 |
14 |
13 |
14 |
3 |
Type: Tunneler
Crew: Squats
Weapons: NONE
Transport: May Transport 10 Squats or 5 Exo-armor Squats.
Tunneler: Transports under ground at normal tank speed. Ignoring terrain. keep
track of distance using a die or map. When you have reached the desired point, place the
termite on the table. The Termite may continue to move above ground, ignoring all terrain
except buildings/fortresses. If you hit a building you can penetrate using a str 7 ap 2
hit with +1d6 added to roll. (See building chart in 3rd edition rule book.) Termite still
causes tank shock when above ground. All normal hand to hand rules count when it is above
ground. (Such as death or glory etc...)
I am open to any suggestions, comments, or complaints. E-mail me at
Coony69@hotmail.com.
Back to the Squat Pitt.
Landraider, Rhino, Ratling and many weapon rules created by games
workshop. No challange is intended. Gyrocopter is based on a 2nd edition design by Thomas Setzer. Nothing else. |