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Squat 40K 3rd edition Codex

SQUATS

SQUAT HQ WEAPON LIST

Close Combat Weapon......1point
Power Weapon.............15points
Squat Lasgun.............2points
Squat Laspistol..........1point
Plasma Pistol............15points
Combi-weapons
Bolterflamer.............10points
Boltermelta..............15points
Bolterplasma.............15points
Frag/krak grenades.......3points

SPECIAL RULES

STALWART: Squats are especially stubborn and brave, therefore they ignore outnumbered and casualty modifiers in close combat.
EXO-ARMOR: Due to the adverse conditions in the mines of the homeworlds, the Squats developed a type of armor similar to the imperium's Tactical Dreadnought armor. Exo armor is similar in that it allows it's wearer to move and fire a heavy weapon. However, due to the decreased mobility, Squats may only consolidate, never advance. Squats with exo-armor can still be mounted on bikes.
STUNTIE: Because their girth and stubby legs, Squats may only move 5".
HATRED: Squats hate orks. They train extensively on how to fight their arch enemies. Squats will always hit orks on a 3+ in hand to hand combat.

Squat summary

Type________________ws__bs__s__t__w__i__a__ld__sv
Warlord.............5 4 4 5 3 4 3 10 4+
Hearthguard.........4 4 3 4 1 3 1 10 4+
Ancestor Lord.......6 5 5 6 4 4 4 10 4+ (3+exo-armor)
Engineer Guildmstr..4 4 4 5 2 3 2 10 4+
Master Sergeant.....4 4 3 4 1 2 1 9 4+
Warrior.............4 3 3 4 1 2 1 9 5+
Sappers.............4 3 3 5 1 2 1 9 5+
Biker...............4 3 3 5 1 2 2 9 5+
Attack Biker........4 3 3 5 1 2 2 9 4+
Ratling Snipers.....2 4 2 2 1 4 1 6 5+
Battleragers........6 - 4 5 2 3 2 10 None
Demolition Team.....4 3 3 4 1 2 1 9 5+
Exo-Armor Squat.....4 4 4 4 1 2 1 9 3+

ARMOR

Type Points/model Front Side Rear Bs
Landraider 240 14 14 14 3
Rhino 50 11 11 10 3
Termite 65 15 13 15 -
Gyrocopter 75 10 10 10 3
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.