Just a little something I put together in the interest of fun.
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Classified document....
Squat Specialism
Characteristics Bonus - +10 Toughness, +5 Intelligence, +5 Willpower, -10 Perception
Starting Aptitudes - Toughness, Defence, Willpower, Intelligence, Tech, Fieldcraft, Ballistic Skill
Starting Skills - Trade (Armourer), Tech-Use, Athletics OR Operate (Surface)
Starting Talents - Iron Jaw, Hatred (Tyranids) OR Hatred (Orks), Unarmed Warrior OR Technical Knock, Weapon Training (Las OR Solid Projectile, Bolt)
Starting Traits - Unnatural Toughness (+2), Sturdy
Specialist Equipment - Boltgun, 3 Ironeater Grenades.
Starting Wounds - 15 + 1d5
Comrades - Given that Squats are the survivors of a genocidal harvest of their subrace by the Tyranids, Squats acting as support specialists to other regiments do not get Comrades.
Advances;
Natural Technician (300xp) - Squats are natural engineers, and possess an innate understanding of technology. When attacking a Vehicular target using a weapon with the explosive type, a Squat may add his degrees of success on his Ballistics Test to the weapon's Penetration.
Grudgebearer (400xp) - Squats are reknowned for their ability to hold grudges across millennia, and their desire for payback is legendary. A Squat that possesses this advance applies the benefit of the Hatred talent to Ballistic Tests in addition to Weapon Skill tests.
Size Matters - Squats For Only War
Squat Survivors Regimental Option
Cost - 4 Points
Characteristics Modifiers - +10 Toughness, +5 Intelligence, +5 Willpower, -5 Perception.
Starting Skills - All Squat regiment characters begin play with Trade Armourer, Tech-Use and the Athletics OR Operate (Surface) skills at the trained level.
Victims of Genocide - All Squat regiment characters begin play with either Hatred (Orks) or Hatred (Tyranids).
Squat - All Squat regiment characters gain the Sturdy & Unnatural Toughness (2) traits.
Abhumans - Squat regiments cannot contain Support Specialist characters. Such characters acting beside a Squat regiment should use the Mixed Regiment rules presented in Hammer of the Emperor. A character from a Squat regiment may only take Guardsman and Squat Specialisms (Should the latter ever be written.)
Wounds - Characters from Squat regiments add five to their starting wounds.
Squats? What's that?
In all honesty though, do they get along well with, and are maybe somewhat integrated in the AdMech? It's nice to see another "good with tech" type, but even the Tech-Priests aren't really "good with tech", and if they see some mohawk-and-beard hairpiece tinkering with their devices in a proscribed way, there might be blood. I sometimes question the Tech-Use skill. Operators get it, and might seem as good as Tech-Priests with it, but they CAN'T be as good, or the AdMech would kill them, since they are uninitiated. This may be false, but an "unenlightened" abhuman trying to improve the tech-priest's goods shouldn't seem to end well, in my narrow-view mind. I don't know how they were ever integrated before they were ret-conned out by the Nids (GW), so I don't know what they knew, were like, who they liked, who liked them, and what possible Imperial agencies didn't get along with them, in excess of typical Imperial feelings toward "different" people.
Beyond that BS, I think they look pretty interesting.
Added:
This Boards Link Rules are Sort of Dumb
If this is what they looked like, however, rather cool. A dwarf with Carapace Armor, a bolt gun, and a power fist might be very much fun to play.
Edited by venkelos
A recurring theme with the Squats is that they had more advanced technology than the Imperium on the whole for the most part.
Largely I wanted to capture the Space Dorf feel while remaining reasonably true to what little Squat lore I was able to find. I like to think I've done that reasonably well.
The AdMech and the Ecclesiarchy hate each other. Doesn't seem to mean much.
Anyway, it's 40K lol. If anything, it's good roleplaying opportunities if the Squat and the Techpriest don't get along - doesn't necessarily have to end in violence. It could breed a character rivalry.
Or it could end up like it has in our DH game with the Squat from a clan found a home in Hive Volg where they make a living as Relaimtors (and unoffical repair staff) and the Mechanicus Secutor who is part of the team. They have become friends, of course both have somewhat heretek ideas about weapons.
Dark Heresy 1e basically had not!Squats* as being the original inhabitants of the Lathes Worlds. Per the Lathes Worlds sourcebook.
*Just like the Crimson Guard are not!Skitarii because GW said no to Skitarii.
I already houserule hatred as applying both to WS and BS. Perhaps a good compromise would be adding penetration equal to the BS bonus against the hated enemy.
Or another angle might be felling (ballistic bonus) vs. the hated enemy.
I love this by the way. I can't wait to introduce a squat NPC into the mix.
Have made rules for Squats myself in my Abhuman supplement. They are found amongst the extra specialities and I made four different specialities for them.
https://www.dropbox.com/s/bd9wiamlywlxh0c/More%20Abhumans%20for%20Only%20War.pdf?dl=0