Squats

The Squats (Homo sapiens rotundus) are short, stocky and physically hardy Abhumans adapted to the heavy gravity conditions that predominated on their settled worlds near the core of the Milky Way Galaxy. These worlds are some of the oldest in the galaxy, formed when the galaxy's structure had not yet been fully stabilized.

Of all the Abhuman types known to the Imperium, Squats are the most Human-like of the Abhuman races, standing about two-thirds the height of a normal Human at four feet or 1.4 metres. Squats nearly always have a stocky, powerful build, with short legs and burly torsos. Squats naturally tend to be long-lived by Human standards, living around 300 Terran years on average; but some Squats (known as Ancestor Lords) may live a thousand years or even longer.

Despite their short, thick-fingered hands, Squats have a very high degree of manual dexterity, and are able to operate the most intricate machinery with ease. Due to their evolution as essentially a race of miners and engineers, and unsullied heritage of ancient technology from the height of Human civilization, they have a technology level greater than that of the Imperium. Additionally, Squats understand technology via scientific and engineering principles rather than through the lens of the Imperial and Machine Cults psuedo-mysticism.

Culturally, most Squats adhere to principles of obligation and upholding certain ethical or moral standards. Squats are stereotypically characterized as being pragmatic, irascible, and fiesty. Squat warriors are reknowned for their stalwart resolve, tenacity, and durability. They also are known to hold intense grudges.


Special Rules

The following rules apply to all Squat fighters.

Squat Trait

All Squats have the following trait. Similar to a Skill, it raises a fighter's rating by 10 credits; this is included in the cost of a Squat's profile.

Squat: This fighter is a Squat; any game effect referring to Squats is applicable to them. This fighter uses the Survivor Critical Injury table, the Squat Characteristics Maxima, may be equipped from the Squat Equipment List, and when they would pick a Primary Skill they may instead choose a Squat Skill.

Squat Characteristics Maxima

Squats use the following Characteristics Maxima

M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
5
4
3+
3
Ld
Cl
Wil
Int
3+
3+
3+
3+
Save
-

Squat Skills

When a Squat would pick a Primary Skill, they may instead choose one of the following Squat Skills.

Burly: This fighter's unarmed attacks have the Melee and Knockback traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. Additionally when this fighter is the target of an attack with the Knockback or Drag traits, they are only knocked back or dragged on a natural 6.
Demolitionist: If this fighter is part of a Crew, the controlling player may select a Frag Trap, Melta Trap, or Gas Trap Tactics Card and play it on this fighter at the start of the battle. Additionally if this fighter discovers a placed Booby Trap or similar trap (including by opening caskets or interacting with Scenario specific objects that have traps placed on them or in them), before determining if the device triggers this fighter may make an Intelligence check; if the fighter passes their check the device does not trigger
Headbutt: If this fighter is Engaged, they can use the following action:
Headbutt (Simple): Pick an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their current Toughness to their results. If this fighter's result is higher, the enemy fighter is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
Iron Will: This fighter's gang subtracts 1 from the result of any Bottle rolls while this fighter is on the battlefield and not Seriously Injured.
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
True Grit: When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1 roll two dice and the player controlling the fighter with True Grit then chooses one to discard before resolving the dice effects.

Gang Composition

Squats are not a playable gang, as they are very rare in the modern era of the 40k setting. However, individual Squats are available as Hired Guns of various sorts, and rules for such are included here.

Squat Hive Scum

Squat Hive Scum use the following base Characteristics Profile.

Scum (Squat)

Hive Scum
0
M
WS
BS
 S 
 T 
W
I
A
4"
4+
3+
3
4
1
5+
1
Ld
Cl
Wil
Int
7+
6+
6+
7+
Save
-

Equipment

Starting:

Squat: This fighter is a Squat; any game effect referring to Squats is applicable to them. Additionally, the fighter uses the Squat Characteristics Maxima, and may be equipped from the Squat Equipment List.

Special

Crew Rating Increase: This Hive Scum increases the Crew Rating of the gang they are fighting for by 125 points, rather than by their hiring cost in credits.

Unadvanceable: This Hive Scum cannot gain XP and cannot gain Advancements. Any XP they would gain is lost.

No Lasting Injury: This Hive Scum does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 1 XP immediately.

Equipment: This Hive Scum may be equipped with up to 75 credits worth of items from the Squat Equipment List at no cost. They may be armed with up to three weapons. Only one weapon may have the Unwieldy Weapon Trait, and this counts as two weapons choices. Any Limited or one-use equipment a Hive Scum has resets and is available for each battle.

Squat Merc

Squat Mercs use the following base Characteristics Profile.

Merc (Squat)

Merc
20
M
WS
BS
 S 
 T 
W
I
A
4"
4+
4+
3
4
2
5+
1
Ld
Cl
Wil
Int
7+
7+
7+
7+
Save
-

Skill Access

Starting: One Primary and one Secondary skill category may be chosen for this Merc when they are first added to a Campaign. One skill is selected at this time from either skill category or a Squat Skill and cannot be changed later.

Equipment

Starting: When created, this Merc may be equipped with items from the Trading Post or the Squat Equipment List at full cost. They may be armed with any weapon their model is carrying. Mercs cannot have Limited items or one-use items. The items selected will be the Merc's permanent equipment load out and cannot be changed later.

Special

Squat: This fighter is a Squat; any game effect referring to Squats is applicable to them. This fighter uses the Survivor Critical Injury table, the Squat Characteristics Maxima, may be equipped from the Squat Equipment List, and when they would pick a Primary Skill they may instead choose a Squat Skill.

Survivor Critical Injury Table

The Critical Injury outcome (61-65) of the Lasting Injury table is modified as follows:

61-65: Roll a D6 and add the fighter's unmodified Toughness and Wounds characteristics, then consult the table below with the total:
  • 1-7: the fighter dies. If the injury was caused by an attack, the attacker gains one additional Experience.
  • 8: the fighter suffers a Permanent Injury.
  • 9: the fighter suffers a Grievous Injury.
  • 10+: the fighter is Out Cold.
Squat Bounty Hunter

Squat Bounty Hunters use the following base Characteristics Profile.

Bounty Hunter (Squat)

Bounty Hunter
0
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
4
5
4
5+
3
Ld
Cl
Wil
Int
6+
5+
5+
6+
Save
-
Squat: This fighter is a Squat; any game effect referring to Squats is applicable to them. The fighter uses the Squat Characteristics Maxima, may be equipped from the Squat Equipment List, and when they would pick a Primary Skill they may instead choose a Squat Skill.

Special

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 425 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Skills: When this Bounty Hunter is added to a Campaign three Skills are chosen for them from any category; these selections cannot be changed later.
Equipment: This Bounty Hunter may be equipped with up to 250 credits worth of any items from any section of the Trading Post or the Squat Equipment List at no cost; these selections cannot be changed later. They may be armed with any weapon their model is carrying. Any Limited or one-use equipment a Bounty Hunter has resets and is available for each battle.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
Squat Hangers-On
100 credits

Orlock, Goliath, and Van Saar gangs may hire a Squat Demolitionist as a Hangers-on. A gang may have either a Squat Demolitionist or a Demolitionist, not both.

If a gang has a Squat Demolitionist on retainer, the gang may call upon them for assistance when something needs to be blown up or defused.

Squat Demolitionist

Demolitionist
100
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
4
5
3
4+
2
Ld
Cl
Wil
Int
6+
4+
6+
5+
Save
-

Equipment

Starting: Flak Armor; choice of Power Axe, Power Hammer, Power Fist, or Two-handed Thunderhammer; any one of Grenade Launcher [Frag, Krak], Coilgun Repeater, Heatthrower, or Meltagun; Targeter attached to chosen ranged weapon; choice of Frag Grenades or Blasting Charges.

Squat: This fighter is a Squat; any game effect referring to Squats is applicable to them.
Crew Selection: If the gang is the attacker in a scenario that includes an objective to destroy, or trapped loot boxes to capture, the Squat Demolitionist may join the gang's Crew for that scenario.
Unadvanceable: This Hangers-on cannot gain XP or Advancements. Any XP they would gain is lost.
No Permanent Injury: If this Hangers-on suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
Demolitionist: If this fighter is part of a Crew, the controlling player may select a Frag Trap, Melta Trap, or Gas Trap Tactics Card and play it on this fighter at the start of the battle. Additionally if this fighter discovers a placed Booby Trap or similar trap (including by opening caskets or interacting with Scenario specific objects that have traps placed on them or in them), before determining if the device triggers this fighter may make an Intelligence check; if the fighter passes their check the device does not trigger
Nerves of Steel: When the fighter is hit by a ranged attack you may choose to make a Cool check for them, if it is passed they are not Pinned.
Armor: Flak Armor

Against attacks that have the Blast or Blaze traits Flak armour grants a 5+ save roll. Against all other attacks Flak armour grants a 6+ save roll.

Blunt Weapon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
S
2
-
Melee

Choose 1 Melee Weapon:

Power Axe
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Power, Rending
Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Power, Pulverize
Power Fist
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S+2
-2
1
-
Melee, Intimidating, Knockback, Power
Two-handed Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-3
3
-
Melee, Pulverize, Knockback, Power, Unwieldy

Choose 1 Ranged Weapon:

Grenade Launcher [Frag, Krak]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-1
3
1
6+
Blast (3''), Knockback
Krak
6''
24''
-1
6
-2
2
6+
Weapon Attachment: Targeter (Ranged weapons)

The weapon's Long range accuracy bonus is improved by 1 (for example, if it is +1 it becomes +2; if it is – it becomes +1; if it is -1 it becomes – ).

Heatthrower (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cooker
T
4
-2
1
4+
Template
Melter
6''
12''
+1
-1
6
-2
2
4+
Melta
Weapon Attachment: Targeter (Ranged weapons)

The weapon's Long range accuracy bonus is improved by 1 (for example, if it is +1 it becomes +2; if it is – it becomes +1; if it is -1 it becomes – ).

Meltagun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
8
-4
3
4+
Melta, Scarce
Weapon Attachment: Targeter (Ranged weapons)

The weapon's Long range accuracy bonus is improved by 1 (for example, if it is +1 it becomes +2; if it is – it becomes +1; if it is -1 it becomes – ).

Coilgun Repeater (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
24''
36''
-1
4
1
5+
Penetrating, Rapid Fire (2), Rending
Weapon Attachment: Targeter (Ranged weapons)

The weapon's Long range accuracy bonus is improved by 1 (for example, if it is +1 it becomes +2; if it is – it becomes +1; if it is -1 it becomes – ).

Choose 1 Grenade type:

Wargear: Blasting Charge
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx2
5
-1
2
5+
Grenade, Knockback,  Blast (5”)
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
6
-2
2
4+
Grenade, Demolition

Squat Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Squats may select from the following House Equipment list.

Weapons (CCWs)

10
Common
5
Common
35
Common
10
Common
5
Common
25
Common
45
Common
55
Common
45
Common
45
Common
45
Common
25
Common
10
Common
20
Common
15
Common

Weapons (Specials)

55 + ammo
Common

Ammunition is purchased for this weapon separately.

95
Common

Weapons (Heavies)

Grenades

Bionics

35
Common
25
Common
35
Common
50
Common
55
Common
25
Common
85
Common
85
Common
85
Common
20
Common

Wargear

20
Common
10
Common
15
Common
5
Common
10
Common
5
Common
20
Common
30
Common
25
Common
5
Common
5
Common
20
Common
10
Common
20
Common
5
Common
10
Common
10
Common