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Squat Rules? (Yes, I went there)

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Okay, ignoring the fact that they're almost extinct for a minute, what kind of rules would represent them well?  Not as player characters, but as NPCs.  Would they have their own ships?  Do they have distinctive weapons? What kind of units would they field in an engagement?

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Look into the Demiurg . Apparently they are what's left of the Games Workshop's original squats.

They're probably fighting with Imperium like weapons or weapons they traded from the Tau. Could be that because of their affinity with technology (at least I assume that, like fantasy dwarves, they have that trait) they maintained the ability to make Imperium like weapons on the same level of quality as archeotech Imperium weapons.

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Red Bart said:

Look into the Demiurg . Apparently they are what's left of the Games Workshop's original squats.

They're probably fighting with Imperium like weapons or weapons they traded from the Tau. Could be that because of their affinity with technology (at least I assume that, like fantasy dwarves, they have that trait) they maintained the ability to make Imperium like weapons on the same level of quality as archeotech Imperium weapons.

Demiurg are an entirely different race to Squats - Squats are a stable sub-species of homo sapiens, where as Demiurg are actual xenos.

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From the wiki:

 

 

It is frequently suggested (and often assumed) that the Demiurg are the attempt to reintroduce the Squat race that was removed from the game for reasons of the company, or rather as an attempt to reintroduce the 'space dwarf' image into the game. The Demiurg have notable traits shared with the typical Dwarf stereotype, although they are not explicitly described as being like dwarfs. For example they are avid miners, expert traders, in advance of humans (technologically at least) and apparently bear a particular hatred for goblinoids (which are represented by Orkoids in the 40k universe).

 

 

 

Admittedly it isn't canon that the demiurg are the squat, but to all appearances it's very likely to be that way though.

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Red Bart said:

From the wiki:

 

 

It is frequently suggested (and often assumed) that the Demiurg are the attempt to reintroduce the Squat race that was removed from the game for reasons of the company, or rather as an attempt to reintroduce the 'space dwarf' image into the game. The Demiurg have notable traits shared with the typical Dwarf stereotype, although they are not explicitly described as being like dwarfs. For example they are avid miners, expert traders, in advance of humans (technologically at least) and apparently bear a particular hatred for goblinoids (which are represented by Orkoids in the 40k universe).

 

 

 

Admittedly it isn't canon that the demiurg are the squat, but to all appearances it's very likely to be that way though.

From an out-of-character perspective, they're replacements for the Squats - conceptually, they fill a very similar niche, afterall. However, in-character, the two groups are entirely distinct - as Millandson mentioned, the Squats are Abhumans, a divergent offshoot subspecies from humanity, while the Demiurg are Xenos.. 

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Meaning one is legal to trade with (though discouraged) and the other is only legal for RTs.

 

Also, my research indicates that the Squats retained more STC fragments and they didn't regress into machine worship, so they actually understand how their tech works.

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Yeah they did, it doesn't make them very popular with the Ad-Mech sometimes :)

The Epic Armageddon rules for squats if you can track it down will cover some of their tactics, gear and war machines. Lots of heavy infantry, motorised infantry on trikes, tanks, land trains and enough artillery to scare even the Imp Guard.

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Hard to say, it came from an era where everyone... elf, ork, human or otherwise was running around with much the same gear. Usually Flack and a Lasgun. So, aside from some specialist unit types (artillery, mole transports, attack bikes etc) later on, you could have them running the gamut of flack all the way through to 2+ Terminator (Squat Exo) armours and everything/anything in the way of Imperial weapons of the era.

Ubiquitous to them as a sub-type was the high toughness, weapon skill and leadership, on a table top next to a marine, they where about that tough. What GW really needed to do was make the "Space Dwarves" like the Eldar and Ork- was to hire someone else that was inspired enough do some work and give them unique war gear that was different to the Imperium.

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 I'm thinking of using Demiurg NPCs or PCs in my next campaign.  Since there's nothing known about them outside of the limited info in Battlefleet Gothic, they're kind of a blank page to play around with.

Appearance: Demiurg look like short, squat humans, with the exception that all their skin is made from biometals.  This gives them a distinctive silver/iron or gold/brass hue with significant advantages to their strength and toughness.  However, this makes them extremely sensitive to cold and heat and much easier to spot in the darkness.  For this reason, they wear special enviro suits that allow them to flame weapons without boiling from inside.  Standard issue Demiurg flak armor provides bonuses that negate their vulnerability to heat and cold and allow them to hide without penalty.

Base Statistics:

WS 20

BS  25

Str  25

Agi 15

Tuf 35

Per 20

Int  25

Wil 30

Fel 30

Traits:

Unnatural Strength x2 (or +3)

Unnatural Toughness x2 (or +3)

Vulnerability (Cold, Heat) - do not reduce Heat or Cold damage by toughness

Shiny (-20 to all concealment rolls)

Abilities:

True Knowledge: The Demiurg, unlike many other races, actually understand the science behind all the technology they use, and will rarely be seen using equipment they cannot disassemble and reassemble themselves.  Demiurg may reroll any uses of the Tech Use skill.

Reverse Engineering: The Demiurg are masters at learning from and repurposing alien tech.  Given an existing copy of any equipment and items made from similar materials, a Demiurg can create another copy of that item with a requisition cost of -10 less than the normal price.  Such items may be seen as highly heretical by tech priests, but to anyone else, they are no more or less illegal than any Xenos tech.

Tinkering: All Demiurg can enhance and customize the equipment they are using to suit them.  All equipment used by Demiurgs is considered one step higher than its actual quality (normal becomes good, etc.).

Natural Tech Traders: The Demiurg treat Tech Use and Barter as trained skills.

Old Hatreds: The Demiurg were pushed to the brink of extinction by the Orks and all start with the Hatred (Orks) talent.

New Alliance:  The Demiurg, as members of the Tau, start with Peer (Tau), Forbidden Lore (Tau), Peer (Kroot), and Forbidden Lore (Kroot).

 

I haven't decided on starting skills and talents and the advance package yet, but you get the idea.

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First draft of Squat Rules as part of a personal Abhuman Rules project I'm working on. There's a few changes to be made, such as changing the size to a standard A4 printout and some formatting. It's meant to replace the Voidborn or Footfallen Homeworld Origins; I forgot to add that to the text, but I'll fix that another time.

http://img69.imageshack.us/img69/9126/squatpage.png

Sources used: Warhammer 40k Wikia, Lexicanum, Heresypedia.

I originally wanted it to be two pages, but I don't really have enough to fill out two pages worth and suitable images of abhumans are extremely hard to come by, it seems. So I hard to conserve space like mad instead, to fit it all on a single page.

Opinions? Notable omissions? Suggestions?

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A month later, I've seen this & offer some feedback. I like most of what you've done with your Squat write-up. Two things: Did you give them Rival: Eldar due to the typical Dwarf vrs. Elf issues in most fantasy settings? I don't recall Squats having any particular problem with the Eldar. I could be missing something of course, as I am working from twenty-year-old memories! Squats can't be Explorators. I agree with this, but think they should still be able to take the career. While they certainly wouldn't practice any silly Mechanicus rituals, I think that a cybernetically augmented Squat Engineer is reasonable. Same rules, different mindset. I would restrict them from becoming Rogue Traders, Navigators, or Astropaths. There's no way an abhuman could become any of these. Thanks!

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N0-1_H3r3 said:

Red Bart said:

 

From the wiki:

 

 

It is frequently suggested (and often assumed) that the Demiurg are the attempt to reintroduce the Squat race that was removed from the game for reasons of the company, or rather as an attempt to reintroduce the 'space dwarf' image into the game. The Demiurg have notable traits shared with the typical Dwarf stereotype, although they are not explicitly described as being like dwarfs. For example they are avid miners, expert traders, in advance of humans (technologically at least) and apparently bear a particular hatred for goblinoids (which are represented by Orkoids in the 40k universe).

 

 

 

Admittedly it isn't canon that the demiurg are the squat, but to all appearances it's very likely to be that way though.

 

 

From an out-of-character perspective, they're replacements for the Squats - conceptually, they fill a very similar niche, afterall. However, in-character, the two groups are entirely distinct - as Millandson mentioned, the Squats are Abhumans, a divergent offshoot subspecies from humanity, while the Demiurg are Xenos.. 

Also, if you click the link in his signature you will find "Something other than Human". Good stuff!

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 There...was...a thing...

Forgive my ancient and troubled cogitator-nodes, but I believe the Squats once traded with both the Eldar and Orks.  When the Orks revealed their true nature and made war against the Squats, they appealed to the Eldar, but were ignored.  They have held the grudge on behalf of their dead ever since.

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Zarkov N said:

 There...was...a thing...

Forgive my ancient and troubled cogitator-nodes, but I believe the Squats once traded with both the Eldar and Orks.  When the Orks revealed their true nature and made war against the Squats, they appealed to the Eldar, but were ignored.  They have held the grudge on behalf of their dead ever since.

You're right. I actually pulled my Warhammer 40,000 compendium out & took a fresh look at the Squats (not to mention the other treasures in that ancient tome). That's exactly what happened. It is interesting to note that the wording was that the Squats did not receive a reply from the Eldar, implying the possibility that the message did not get through & the Squats concluded that they were ignored. Personally, I'm sure that the Eldar abandoned them to their fate. Interesting thought though.

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I really like it, as I always regretted GW's easy way out with the Squats when they were feeling they did not 'fit' that well any more.

One remark though, I would limit the career choices of a squat more severely. Because, I never heard of a Squat with the navigator gene or astropathic abilities. So in my opinion, a squat could logically choose between the Arch-Militant, Void-Master and Seneschal. They simply have no Astropaths and Navigators and are as unlikely to become a Missionary as an Explorator. Theoretically a Rogue Trader 'might' be possible, but I would strongly caution against it as well. The Imperium is the Imperium of Man. Stable abhumans are tolerated, but not given positions of great power and prestige (which does not mean they might not have them on their own worlds, as far as they haven't been used as snacks). As such, a squat Rogue Trader seems to me so exceedingly unlikely as to make it impossible, barring incredible exceptions.

That being said, it would be great to see a specific alternate career rank on par with the Mekboy. Extra tinkering ability would fit them perfectly.

Now it is just waiting for ratlings and ogryn!

 

                                                     Friedrich van Riebeeck, Navigator Primus, Heart of the Void

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There was a post while back with a link for rules for Ogryn, Squats and Ratlings that worked quite well. Considering the poster who wrote them now works on actual FFG 40k material I'd suggest doing a forum search for his pdf link.

The Ogryn works quite well, havent had any actual play time with the other stats.

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