Squats: - Warlord Hargir Son of Brond, Gruben Stronghold
Squats: - Warlord Hargir Son of Brond, Gruben Stronghold
Squats: - Warlord Hargir Son of Brond, Gruben Stronghold
You people do well at war because you treat it as a religion. We do well because we treat
it as a business. It is just a matter of outlook.
An Engineer travels light because it's easier. Instead of lugging several thousand tools
around with you, get where you're going, look at the job, decide what tools you need, and
make them on the spot. Far more practical.
We have always been a race of traders. It is natural to us that we should trade the
fighting skills of our Brotherhoods. As well as bringing us a profit, it also allows our
youngsters to gain experience and honour, and to keep alive the skills which our
strongholds may one day need for their own defence.
-Lord Grumni, Bruggen Stronghold
Equipment
A typical Squat Warrior (also known as Clan Warrior) was equipped with a lasgun, laspistol, frag and krak
grenades and flak armour.
Apart from those Clan Warriors, there are Squat Assault Warriors, equipped with bolt pistol, axe, frag grenades,
krak grenades and flak armour.
Squats: (by Bryan Ansell, Nigel Stillman and Graeme Davis, excerpted from WD WD 111)
Of all the Abhuman strains, Squats are perhaps the closest to normal Humans in physiological terms. They are
allowed great freedom by the Imperium, supplying warriors and machine crews for the Imperial Guard in exchange
for the comparative autonomy of their Home Worlds. This article introduces the Squat Brotherhoods and gives
details of their armies for Warhammer 40,000.
The origins of the Squats, like those of other Abhuman strains, lie in the Age of Strife, when warpstorms cut
off many areas of the Imperium. Even Terra itself was isolated for a time, and the group of star systems known
as the Home Worlds were cut off from the rest of the Imperium for several millennia.
The Home Worlds are in one of the oldest areas of Human expansion. The planets have a surprising number of
common features - notably high gravity and a bleak, inhospitable environment - which some scholars have claimed
are responsible for the development of the set of mutations which define the Squat Abhuman strain.
The surfaces of the Home Worlds are invariably rocky and barren, with few if any native life forms. Atmosphere
is either thin or non-existent, and where an atmosphere is present the surface is lashed by violent storms.
Despite (or perhaps because of) their bleak, forbidding nature, the Home Worlds are rich in mineral deposits -
these were the main factor behind the early colonisation of the planets. The richness of deep lodes, coupled
with frequent magnetic and radioactive storms, led the miners to develop an underground culture. These
underground settlements were dependent on vast arrays of machinery to keep them alive and to work their mines,
and while physical strength and resilience were still important, a compact, stocky build was more practical than
the normal Human frame in the low tunnels and cramped machine-rooms. Thus developed the two main features which
distinguish Squats from normal Humans: their mechanical aptitude and their short, powerful build.
Despite the fact that the Home Worlds were cut off for millennia, an almost complete history of the Squats
survives, thanks to the painstakingly-maintained records and chronicles of each Squat stronghold. Scholars of
the Administratum are still engaged in analysing the millions of individual records from the Squat Home Worlds
and assessing their significance to the Imperium, but the broad history of the Squats, divided into five ages,
is common knowledge.
The earliest of the Squat ages is the Age of Founding, which corresponds roughly to the Imperial Dark Age of
Technology. During this period, the Squats had not emerged as a distinct race, and indeed some scholars argue
that the Age of Founding should not be counted as part of Squat history. This is the age, some twenty millennia
before the present day, when the first mining colonies were established on the Home Worlds. Contact with Terra
was almost constant, and the Home Worlds were well-supplied for their task of winning mineral wealth from the
bleak planets.
The first age of Squat history proper is the Age of Isolation which corresponds to the earlier phase of the
Imperial Age of Strife, some eighteen millennia before the present. The mining colonies which would later become
the Squat Home Worlds were isolated from the rest of the Imperium by terrible warpstorms. So close, indeed, did
these storms come to the mining colonies that some planets and small systems were sucked into the seething Chaos
and never seen again. The severing of contact with Terra led to continual shortages of fuel and foodstuff, and
the miners were forced to become self-sufficient, developing considerable technical expertise in the process.
The mining colonies became independent strongholds, trading amongst themselves and sharing resources and
discoveries. It was during the Age of Isolation that the Engineers Guild first developed as a social and
political power within Squat society, and strongholds began to group together in Leagues formed by complex
political and trading agreements.
A slight abating in the warp storms led to encounters with alien races in the Age of Trade. While the rest of
the Imperium was still locked in the wars of the Age of Strife, the Squats made contact with both Orks and
Eldar. At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realised
that the Squats were determined and tenacious fighters, and that trade was a more practical arrangement. The
Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and
high-technology systems. To this day, Squat hydroponic plants, developed with Eldar help, are among the most
efficient food sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between
Eldar and Orks, maintaining trade links with both sides. There were inevitably small wars from time to time, but
for the most part the Squats' complex structure - of treaties and trade agreements maintained a stable peace.
The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet,
under the command of Grunhag the Flayer, attempted a full-scale invasion of the Home Worlds. Losses on both
sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the
Squats' underground settlements. The Squats appealed to their Eldar trading partners for help against the
invading Orks, but none was received.
The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the
double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were
wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such
destruction. Even today expeditions are mounted from the Squat Home Worlds in search of lost strongholds, and
these expeditions are often accompanied by Adeptus Mechanicus personnel, eager to rediscover lost Squat
technology.
The final phase of Squat history is the Age of Rediscovery, which continues during the present day. As the
Imperium recovered from the Age of Strife and began to re-unite the scattered worlds of Humanity the Squat Home
Worlds were rediscovered and contact with the Imperium was re-established.
The Imperium found that a distinct culture had developed on the Home Worlds, and that the Squats had moved
outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own Home
Worlds, but they also occupied more conventional worlds able to support normal Human civilization.
The Squat Home Worlds are almost unique in the Imperium, as they are not directly controlled by the
Administratum. Instead, they are allowed a certain amount of autonomy, being ruled by their strongholds and
Leagues just as they were before the Age of Rediscovery. The experiences of the previous millennia has left the
Squats with a strong sense of cultural unity and a fiercely independent nature, and instead of rejoining the
Imperium as subject worlds, the Home Worlds negotiated a series of treaties which enabled them to keep their
independence. The racial character of the Squats - hard-working, tenacious, honourable, and inimical to alien
races - is almost perfect from the Imperial point of view, and the Imperium is content to allow them a great
degree of self-government.
In exchange for their comparative freedom, the Home Worlds provide troops for the Imperial forces, and trade
their mineral wealth exclusively with the Imperium - trade that has made the Squats a wealthy race. They also
undertook at the start of the Age of Rediscovery to allow the Adeptus Mechanicus unrestricted access to their
technology; it is significant that the Squat Home Worlds have a higher incidence of working Standard Template
Construct equipment from the Dark Age of Technology than any other group of worlds known to Humanity.
The Squats rule themselves in all internal affairs, but are expected to follow Imperial policy on wider matters.
There has never been any conflict on this point, largely because Squats as a race are not greatly interested in
what goes on beyond their strongholds and Home Worlds - their long period of isolation has made them an inward-
looking race.
Perhaps the most surprising aspect of the relationship between Squats and the Imperium is that Squats do not
follow the Imperial cult, Instead, they practise a form of ancestor-worship, venerating the dead of their clan
and their family. Every Squat joins his ancestors on his death, adding his honour to that of his forebears, but
a part of his name and his honour remains with his living descendants, forming a constant link between the
living and the dead. Squats are very careful to ensure that their deeds in life will add to the glory of the
clan and its ancestors; they guard their reputation fiercely, and will go to great lengths to blot out a
disgrace to their honour or the honour of their clan.
When Squats serve alongside the Imperial Guard, they adopt certain aspects of the Imperial cult, incorporating
them into their own ancestor-worship. The Imperial line, as preached by the Imperial Guard Commissars who come
into contact with Squat forces, is that the ancestor-spirits of the Squats are watched over by the Emperor, and
Squats are happy to accept this idea and participate in the rituals of Emperor-worship on those terms.
Human Mutation RC
Lost Technology AM
We have made contact with descendants of Human mining colonies lost in the Age of Strife. The whole population
shows mutation, namely reduced height and powerful build. Orders for termination arc suspended pending your
reply. I respectfully submit the following points for consideration:
The colonies have, and continue to produce, considerable mineral wealth. Detailed turnover reports are
enclosed: ref 32/4711.
Local records mention several other systems nearby and identically populated. Astrographical data and
facsimile records: ref 32/4722.
Widespread survival of Dark Age technology; indications are that this is a general trend. Recovered STC
material: ref 32/4737.
Mutation is stable and breeding is true. Interim assessments of genetic damage: ref 32/4766.
Request a full Inquisition research team to evaluate these worlds and advise on what is to be done with them.
To the shame of the Squat race, there are many strongholds and Brotherhoods who have sided with Chaos. During
the wars of the Horns Heresy, Squat forces fought on both sides, and inevitably some fell prey to the corruption
of Chaos. Like the other followers of Horus, these have now largely been banished to the Eye of Terror, but
there are always rumours of isolated groups of Chaos Squat raiders in various parts of the Imperium.
It has even been rumoured that some of the strongholds which were lost to the warpstorms in the Age of Isolation
may have survived, their horribly-mutated inhabitants raiding into the Imperium from time to time.
SQUAT PHYSIOLOGY
The Squats are the most Human-like of the Abhuman races, standing about two-thirds the height of a normal Human
with a stocky, powerful build. Their hair is very strong and fast-growing, and most Squats cultivate short-
pointed beards, or at least moustaches and sideburns. 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.
Squats are extraordinarily long-lived by normal Human standards. A lifespan of three hundred years is normal,
and some Squats, known as Living Ancestors, are often so ancient that their true age can only be guessed at.
In character, Squats are an honourable race, but they are also irascible and often short-tempered. In battle
they are renowned for their doughty resolve and tenacity as warriors. Coupled with their amazing abilities as
miners and workers of metals, this has made them a valuable asset for the Imperium.
SQUAT SOCIETY
Squat society is based on the stronghold. A stronghold may be a surviving mining community from the original
colonisation, or a so-called newbold, founded when the race expanded during the latter part of the Age of
Isolation and the early part of the Age of Trade.
Strongholds are self-contained, autonomous communities, ruled by a hereditary Squat Lord and an aristocratic
class known as the Heartbguard. They are comparable to the city-states of early Terran cultures, and a great
number of strongholds may coexist close together.
Strongholds join together into Leagues for mutual defence, trade and other dealings with the Imperium. A League
may vary in size considerably; the League of Emberg, for instance, consists of four strongholds, while the
powerful Kapellan League is made up of over three thousand. Each League is ruled by a High Council, comprising
the Lords of each member stronghold. The High Council debates all matters which affect the League as a whole,
and ratifies trade and other agreements on behalf of its member strongholds; it also serves as a court of appeal
for cases which involve the death sentence.
There is no formal organisation between the Leagues on any Home World, although they maintain constant
communications and act together In time of war.
STRONGHOLDS
Traditionally, each stronghold centres around a mine and the underground settlement associated with it, although
as the race expanded in the Ages of Isolation and Trade, different types of world were colonised by the Squats
and some strongholds are not associated with mining activity.
Each stronghold is ruled by a hereditary Lord, who is supported by a powerful body of retainers known as the
Heartbguard. It is the Hearthguard which provides the elite core of a Squat military force, as well as providing
servants and advisors to the Lord himself. When the Lord takes to the battlefield in person, the Hearthguard
fights as a unit under his command. In most strongholds, the Hearthguard has become an aristocracy, composed of
a limited number of families or clans.
The principal military force of a Squat stronghold is its Brotherhood or War-Brethren. Each Squat has an
obligation of military service to his stronghold, and can be called to serve for a period of 30-70 years in the
Brotherhood. However, because Squats live long and breed slowly, a tradition requires that a Squat may not be
called to the Brotherhood until he has sired and raised two sons to maturity, which in Squat terms is the age of
70 Terran Standard years. Thus, the continuity of the race is not threatened by its military activities.
When his period of service has expired, a Squat returns to his stronghold with honour (and hopefully not a
little wealth). He then takes up a position of responsibility in his family's business, having reached full
adulthood by virtue of his military experience.
Although the Brotherhoods are the main defence forces of the strongholds, they are far better known for their
mercenary activities. In time of peace a stronghold's military forces are traded in the same way as its other
resources, either to fight for the Imperium or to other strongholds. As war is an honourable profession for a
Squat, these mercenary adventures are rarely resented - indeed, they are regarded as an integral part of every
Squat's life.
On occasion, unscrupulous or incompetent Squat Lords have sent Brotherhoods into impossible situations,
especially in the inter-League squabbles which were widespread during the Ages of Isolation and Trade. This
problem has been largely resolved by the practice of placing one of the Lord's close relatives - known as a
Warlord - in command of the Brotherhood, ensuring that no undue risk is taken and that the honour of the
stronghold is not compromised.
Some particularly adventurous Lords may send out their stronghold's Brotherhood on expeditions, regarding these
as little more than an extension of their other business activities. The term expedition' is rather loosely
defined, and these ventures can range from a search for a stronghold that was wiped out in the Age of Wars, to
an expansionist action against alien races, to a full-blown campaign of piracy. Some Brotherhoods have turned to
buccaneering as a profession, amassing wealth for an honourable return home, the booty being distributed between
the pirates themselves and the Lord of their stronghold. Squat Reavers, as they art known, are strange by normal
Human standards - their single-minded attention is directed purely on financial gain, and they will attack any
worthwhile target with grim and implacable resolve, but completely without prejudice or malice.
In the Age of Rediscovery, the Squat Home Worlds have undertaken to provide the Imperium with a tithe, which
takes the form of Brotherhoods being sent to serve with the Imperial Guard, or indeed as complete Squat forces
under the Imperial banner. Space Marines are noted for their intolerance to Abhuman races, whom they see as
tainted and genetically impure, and the Admiistratum will not generally post Squat troops to areas where they
will be in close contact with Marines.
Like so much of Squat culture, the Engineers Guild traces its origins back to the Age of Isolation. Squats as a
whole developed a considerable technical expertise in order to survive without support from Terra, and there was
a regular traffic between strongholds in mechanical supplies and techniques. From this traffic arose a distinct
class of travelling engineer, moving constantly between strongholds, spreading knowledge and solving technical
problems. The Guild arose to protect these individuals, who often found themselves caught up in inter-League
wars a long way from their native strongholds.
The Guild soon developed into a real power throughout Squat society, and Engineers enjoy a considerable
prestige. The most gifted offspring of each stronghold are inducted into the Guild at an early age, and
intensively trained in all aspects of technology, engineering and machine maintenance. Although a Squat is not
deemed to have reached maturity until the age of 70, gifted youngsters may join the Guild at 40 or even 30 years
of age, though in doing so they must renounce all family ties and rights to inheritance.
The Guild is by no means as rigidly structured as the mainstream of Squat society. Ability counts for
everything, and age, birth and background are of no account. The Engineers see themselves as unencumbered by
petty traditions, while most stronghold Squats would describe them as disorganised and anarchic.
The Engineers Guild is sub-divided into a number of Lodges, each with its own leadership, symbols, customs and
rituals. Clothing, equipment and vehicles tend to be marked with the symbol of the Lodge rather than that of the
Guild, although all Squat Engineers wear the Guild symbol of a hammer as a pendant. The technical jargon of the
Engineers Guild varies slightly from Lodge to Lodge; an Engineer from one Lodge can make himself understood by a
member of another Lodge if he wishes, or can make use of his Lodge dialect so that an outsider cannot understand
him when he discusses technical matters.
Each Squat stronghold has an enclave of Guildsmen, even though individual Engineers come and go as they please
or as the Guild orders. The Engineers renounce all stronghold allegiances on joining the Guild, and do not mix a
great deal with the other Squats of a stronghold. Sometimes, an Engineer may leave the Guild and join a
stronghold through marriage - even so, his sons will almost certainly join the Guild in their turn. And while
Guild members may attach themselves to a particular stronghold for years or even generations, they move on at
will, and owe their true allegiance to the Guild alone.
Squat Engineers have a very characteristic appearance, which to Human eyes seems to contradict the high esteem
in which they are held by the rest of their race. They wear no helmets and their hair is grown long, being
either tied or greased back. They favour well-worn leathers and other hard-wearing working clothes, with tough
monkey boots, usually scuffed by the constant knocks and battering they take. Many Engineers add bandanas and
mirror shades or goggles to their outfit, often jauntily pushing their goggles up onto their foreheads. They
travel light, not generally bothering with anything they cannot carry on the bikes and trikes which are as much
a status symbol as a means of transport.
Because of their wandering lifestyle, Engineers are more adventurous than the bulk of Squats, are often found
serving with Brotherhoods on the battlefield, or even hiring themselves and their machines out on a mercenary
basis, working throughout Imperial space and beyond. Individual Squat Engineers with impressive reputations may
be directly recruited by the Imperium, and some have been known to reach senior positions within the Adeptus
Mechanicus.
LIVING ANCESTORS
The typical lifespan for a Squat is about 300 years. A small proportion of the population, however, reaches the
age of 400, and once a Squat has lived this long, his chance of longevity is drastically increased - lifespans
of 800 years are common among this group, and there are some individuals whose true age can only be guessed at.
This small proportion of the Squat population which lives to great old age is treated with enormous respect,
being known as Living Ancestors or Spirit Lords; they are treated as living members of the ancestor group which
forms the basis of Squat religion. Their long lives have filled them with wisdom, and they are their Lord's most
respected and trusted advisors.
Also, at about the age of 500, certain physiological changes begin to occur. As age begins to sap their speed
and strength, they develop an incredible degree of mental and physical resilience, along with certain psychic
powers. The fact that psychic powers are practically unknown amongst other Squats makes the Living Ancestors
doubly venerated. These psychic powers come from their spiritual closeness to the dead ancestors of their clan,
which they tap as a source of psychic energy. Their strength as psykers is directly related to the prestige and
honour of the stronghold's ancestors, and the higher the status of the ancestors the more powerful are the
Living Ancestors.
When a Squat reaches Living Ancestor status, he surrenders his name and his goods to his descendants, just as if
he had actually passed on. A funeral ritual is held by his clan, and the new Living Ancestor goes to live with
others of his kind.
As well as advising the Lord of their stronghold, the Living Ancestors often accompany the Brotherhood in battle
providing defensive psychic support and advising the Warlord.
ON THE BATTLEFIELD
Squats may be fighting on their own account, defending their stronghold or taking part in an inter-League
dispute or other local conflict - given the volatile temperament of most Squats, it is not unusual for
Brotherhoods of adjacent strongholds to go to war, fighting for territory, mineral wealth or over some slight to
the honour of the stronghold.
They may have been hired out by their Lord as a mercenary force to serve in some foreign conflict, although they
will not generally serve alongside Orkoids or Eldar unless they have turned to Chaos. Squat mercenaries can also
be found serving with Imperial forces, or with other Squats - it is traditional for Lords to hire their forces
back and forth to serve in each others' conflicts.
They may have been sent out as Reavers by their Lord, or may have taken to buccaneering of their own accord.
There are four main troop types in any Squat force: the Hearthguard, the Brotherhood, the Engineers Guild and
Living Ancestors.
The Hearthguard is a warrior elite, and their status is reflected in their fondness for lavishly-ornamented gold
jewellery. Belts, buckles, chains, pieces of armour and even weapons are decorated with traditional designs in
gold and other precious metals, and a Hearthguard's prowess is displayed in the form of these decorative items.
It is traditional for a Lord to present a Hearthguard with a gift in recognition of valour and loyalty, which is
nearly always specially made - sometimes by the hand of the Lord himself, the highest of honours - and is often
decorated with scenes of the event which it commemorates. These trophies are handed down from father to son, and
a leading member of a long-established Hearthguard family can be expected to take the field resplendent with
priceless antique jewellery. Unlike the normal Squat principle of succession, where everything passes to the
heirs on a Squat's death, a Hearthguard cannot inherit his dead father's jewellery and trophies until he has won
his first trophy on his own account; he then inherits his father's name, along with his full panoply of
jewellery and equipment. The adopted name of a Hearthguard commemorates the greatest deed of his father, and
will remind him and his companions of his ancestor's fame.
Because of their richly decorated equipment and other trophies, the Hearthguard are very individual in their
appearance, and do not wear any kind of uniform. Each Squat's equipment and jewellery tells of his own deeds and
those of his forebears, and the Hearthguard vie with each other in the distinctiveness and splendour of their
appearance. Archaic and mediaeval styles are very popular, with lavish decoration in traditional patterns. It
has often been remarked that a Warlord and his Hearthguard on their motorbikes bear more than a passing
resemblance to the armoured knights on horseback who may be found in many mediaeval cultures.
Rather like the knights of mediaeval worlds, Warlords and Hearthguard often have magnificent suits of exo-
armour, all-enclosing, sealed and self-powered environment suits built for them by the Engineers Guild. Like
other Hearthguard equipment, exo-armour is handed down from father to son, and is perhaps the proudest status
symbol of the Squat military aristocracy.
One detail which is common to the whole of the Hearthguard is the stylised image of a Squat face, which appears
on armour, helmets, pendants and other pieces of jewellery. This is an image associated with Squat ancestor-
worship, representing the spirits of the ancestors watching over their descendants.
BROTHERHOOD
The bulk of a Brotherhood's troops are those who are referred to simply as 'Brotherhood'. These troops lack the
individuality of the Hearthguard, wearing the colours and insignia of the Brotherhood as a uniform. Squats
prefer muted colours reminiscent of the rocks and sands of their Home Worlds: browns, greys and greens are
popular in varying shades and mixtures, as are black, white and deep red - it is common for seams and piping to
be picked out in a contrasting colour.
Those Brotherhoods who are sent out reaving tend to be more individual in their dress; in most cases they wear
their own clothing rather than a uniform, so that their home stronghold cannot be identified. However, Squats
who have made a career out of piracy are as flamboyant, in their own way, as the most ostentatious Hearthguard.
Often they will adopt distinctive uniforms and colours, so that they are immediately recognisable; in this way,
their fearsome reputation does half their work for them.
Brotherhood troops are generally armed with lasguns, but the Squats have a characteristic fondness for heavy
firepower, and heavy bolters are a favourite weapon. Most squads will have at least one heavy weapon, and
sometimes an entire squad may be equipped with heavy weapons. Since no Squat would consider himself fully
dressed without at least one sidearm, it is not unusual for Squats to go about armed to the teeth as a matter of
course. Most citizens of the Imperium carry a sidearm and a blade weapon as part of their standard dress, but
Squats are renowned as particularly fond of weaponry. This fondness is reinforced by the hostile environments in
which they are usually raised, where dangerous flora and fauna, and the constant threat of Ork and Eldar raids,
encourages even the youngest of Squats to pack a few hand guns and something loud and heavy on his bike.
ENGINEERS GUILD
Just as the Engineers Guild has a constant, if shifting, presence in each Squat stronghold, so most Brotherhoods
are accompanied by some Engineers Guild troops. Engineers wear a personalised uniform' of leathers over T-shirts
or singlets, with individual decoration such as fringes and studs. Lodge symbols, and the universal hammer
symbol of the Engineers Guild, are worn instead of stronghold and Brotherhood badges. Guildmasters are more
elaborately dressed, usually wearing heavy and ornate chains of office.
Apart from their dress, the other most distinctive feature of Squat Engineers is their motorbike and trikes.
These are universally favoured by Engineers as a personal transport, and some have been adapted for battlefield
use by the addition of weapon mounts. The Engineers make more extensive use of bikes on the battlefield than
almost any other troop type.
LIVING ANCESTORS
Living Ancestors take the field in small numbers with Squat forces, drawn from either the stronghold or from the
Engineers Guild, to provide sage advice for the leaders and psychic support for the warriors. Their psychic
abilities concentrate on defence, but they are by not entirely incapable of attack. Living Ancestors are
distinguished by their high-collared robes, with collars rising above their heads, and their ornate neck-chains.
Living Ancestors from the same stronghold always have the same level of power. Their psychic energy is directly
tapped from the stronghold's ancestor spirits, and their power varies with the prestige and status of these
spirits.
STANDARDS
Stronghold banners are largely heraldic, bearing the symbol of the stronghold and sometimes a motto or slogan.
Brotherhood banners tend to be more elaborate, with a central picture surrounded by ornate borders containing
battle honours and slogans. The picture may be of the Brotherhood's most famous exploit, or a design such as a
Squat braining an Ork or Eldar with a hammer.
Brotherhoods in Imperial service may be presented with Imperial banners like those of the Imperial Guard. They
may use the Imperial banner instead of, or as well as, their stronghold banner - but are unwilling to part with
their Brotherhood banner.
The Engineers Guild has its own standards, which feature the central motif of the Guild hammer or a Lodge
symbol. Guild banners are decorated to a lesser degree, and tend not to be as elaborate as those of the
Brotherhoods.
The Squat race has been created in the earliest days of Warhammer 40'000 universe, in the beginning of Games
Workshop. At this time, Warhammer 40'000 was more or less a transposition of fantasy in the far future - a
typical way of perceiving science-fiction in the 1980s. It had the advantage of giving a newcomer a sense of
familiarity and the drawback of being more or less silly if you thought about it, with Space Elves, Space
Dwarves and Space Orks. As those two universes were growing apart, new races were added for each setting -
Skavens and Lizardmen for Fantasy; Tau, Necrons and Tyranids for its futuristic counterpart.
In their army list for the gothic sci-fi universe of Warhammer 40'000, Squats weren't taken too seriously. They
were riding Chopper Bikes and relying on field artillery; they were ace mechanics, stubborn and angry. It seemed
that every Squat was smoking a cigar and wearing a cap, as if Games Workshop tried to publish Codex: Short-Sized
Hell's Angels. Of course, the poor quality of Squat army list and background led to little commercial success,
which in turn caused GW to allocate few resources to improve its publication. This vicious circle finally ended
in the cancellation of all this product line, despite a small but very loyal fan base.
After years of complaints and questions asking for the return of the Squats, the official stance became "Squats
won't ever return, because they have been eaten by Tyranids", a kind of joke to reply the "S" question (When
will Squats return? - Never!) Yet, under the name of Demiurg, the Squat race still seems to exist in fringe
publications from Games Workshop, like a couple Battlefleet Gothic space ships or concept art from Jes Goodwin.
The only sure thing is that if Squats ever come back to life it will be under a different name.
Epic scale Squats have never been ridiculous, but since the Epic line became out of print as a whole this
characteristic was of little help to save them in the mainstream game. Contrary to the Warhammer 40'000 army
list, Epic Squats featured plenty of characterful rules and fascinating units: Gyrocopters, armored Land Trains,
Tunnellers, and even huge, nearly mythical fighting machines like the Colossus or the Cyclops. This armored
might was backed up by a stubborn infantry made of Clan warriors, Berserkers and Thunderers under the command of
Ancestor Lords and helper by Engineer Guilds. Designed by Andy Chambers and despite his obvious love for Orks,
Squats' bitter ancestral enemies, the army list featured an inspiring variety.
Since Squats are foverer living in the collective memory of the gaming community, I had a powerful urge to
include them in my Epic armies. This army would be a tribute to those veterans remembering the Squats and to
NetEpic community, a set of rules where Squats still stand strong and keep their deserved place among newer
races. Believe it or not, Squats are so characterful that they have been an inspiration for me years ago when I
considered playing Epic and later, when I fell for NetEpic.
So, I'd create a large Squat force: several brotherhoods and Guild squadrons, plenty of Super Heavy vehicles, a
real showcase of what this proud race stood for, before being sadly wiped out at the stroke of a pen.
Painting a complete Epic army is a daunting task. To keep my motivation intact, I usually start with the
infantry: when I launch myself in a new project I am full of energy, an energy most welcome to address the dozen
of Epic stands awaiting work. As soon as this step is completed, painting the rest of the army is a breeze. It's
far more rewarding point-wise to spend time on vehicles and super-heavy tanks, yet a true Epic army must have a
bit of everything. A force without any infantry would definitely lack something, and starting work on Titans and
other amazing units is the best way to ensure that rank-and-file soldiers will never be painted.
There are three types of Squat infantry, from light to heavy: Berserkers, Warriors and Thunderers. They usually
form a Brotherhood with a company of each, Squat warriors being the most numerous. Command units are composed of
Heartguards and Warlords in Exo-Armour. Since the miniatures are a bit frail (Thunderers being an exception) I
wanted to put banners on every stand to handle them. Futhark rune lore was handy to draw that many banners, even
if the number of stands implied meant I invented many additional symbols. At first I intended to build several
Brotherhoods with a distinctive paint schemes but I didn't manage to find enough suitable patterns, so
Brotherhoods would differ just by the color of their respective banners: red, blue, yellow and green. This
separation of color would spread to all other units so I can build a very coherent force or a mix of different
Strongholds depending on the occasion. Only Red and Yellow brotherhoods are complete; other units have been
mostly created to fill Land Train battlecars or Hellbore assault tunneller. To highlight command stands, banners
received plastic bits coming from the Warhammer Fantasy Dwarven shield sprue.
Squat is often seen as a defensive race yet they feature a number of fast units ("cavalry") composed of Guild
engineers riding bikes and trikes perfect for a massive assault. They have an excellent short-range firepower
and are led by Guild masters in Exo-Armor. Those were painted in typical Dwarf colors - Brazen brass and Bronze
Gold - while riders had the same pattern than their infantry counterpart: dark red body armor, yellow cap, grey
gloves and boots.
Finally, no Squat army should be considered complete without some field artillery - the Squat Grand Battery is
the cheapest company available, yet able to pour an endless barrage of fire on enemy units through Thudd Guns
and Mole Mortars. I added further support units of Thudd Guns with different shades, just to expand this
firebase should need arise and to give each clan some batteries with color consistent to his own.
Squats have little middle-range armor and rely rather on superheavy war engines when possible. I created two
Rhino squadrons for transportation of warriors in assault - those Rhinos have certainly been built from a
Standard Construction Template bought to the Imperium, but they were painted with enough runes and contrasted
colors to give them a strong Squat feeling. Apart from those odd transports, Squats barely need to move - their
Goliath mega-cannons are shelling the enemy from miles away. Should aircrafts pose a threat, Thunderfire
batteries are here to solve the problem, since Squats are not fond of aerial dogfights.
Slow-moving flyers are better represented in Homeworlds with three different units: Observation Balloons,
Gyrocopters and Overlord Airships. The first is a new creation introduced in NetEpic. They allow a better
pounding of enemy forces while directing barrages. I created those miniatures from Man O'War Dwarf balloons
which were just perfect for this usage. Gyrocopters are medium-sized skimmers relying not on arcane anti-grav
technology like Eldar Falcons but rather on massive turbines. Gyros often act as forward observers for largest
Squat artillery platforms, like the famous Colossus; otherwise, they flank enemy units. Their firepower is good
but their armor not enough to withstand a front assault.
Things are different for the massive Overlord Airship, specially designed to pour a rain of death on infantry
and armor alike while staying out of reach of most incoming fire. Even if hit there are good chances that a shot
passes harmlessly through the gas chamber. A number of close-range weapons are present to fend off flying
attackers. Yet, the Overlord is very expensive point-wise and I think I will rarely field the Air Corps with its
three members - which did not prevent me from painting the whole! Since each Airship acts independently, each
was painted so it appeared only loosely related to the others.
Tunnellers are another characterful addition to Squat forces. What could be more impressive than an underground
assault, where massive trepans break ground apart before unloading a crowd of angry Berserkers behind enemy
lines? Well, this vision is a bit optimistic considering how random an underground trip might be, but I found
the miniatures so beautiful that they had to be included in some Clan army. Tunnellers exist in three different
sizes - from the lowly Termite to the intermediate Mole and the legendary Hellbore - but it's not necessary to
have everything. With one Hellbore and two Moles I could already transport 50 stands of infantry! Apart from the
neat paint job, the interesting detail is that I used magnets to have those units fully articulated...
Praetorians
In their barren homeworlds, when distance and volcanic activity do not allow existence of safe tunnels, Squats
rely on large armoured Land Trains to navigate across dangerous wastes between Fortresses. Those track-mounted
superheavies move their cargo under the security of thick armor plating and mount a number of cannons to repel
any creature mad enough to attack. In battle, all cargo wagons are replaced with a selection of Battlecars
specially designed for war. A single Land Train can pull up to seven Battlecars belonging to different
categories, from the short-ranged Flamer battlecar to the dreadful Radioactive Bomb launcher (yes, it's a
tactical nuke!) Since Squat Strongholds own only a small number of Battlecars, Land Trains generally field a mix
of different variants. I had enough miniatures to create two trains, one with two of each "regular" Battlecar,
and another with "specialist" Battlecars introducted with NetEpic (landing platform and recon Gyrocopter, shield
generator and anti-aircraft battery.) I first added magnets everywhere so the convoy would hold together with
magnetic power, then designed a different paint job for each Land Train and Battlecars - I did not need to mix
Battlecars between the two Engines anyway.
The three Specialist Battlecars implied a bit of conversion. The Iron Eagle battlecar was made of a Gyrocopter
(obviously) and a Colossus landing platform. The two other battlecars included plastic pieces taken from Epic
Ork miniatures - forgive me, Squat Grand Warlord!! The Fireshield, containing energy boosters for the Land Train
shields, included an ammo magazine from an Imperial Autocannon (28mm scale) and the Skyhammer was made of spare
Macro-Cannon batteries from the latest Imperial Warlord Titan version. Normally, the Skyhammer battlecar is
supposed to fire missiles but I found this array of AA guns pointing to the sky a suitable alternative.
There are less tales to tell for other Praetorian units, as they did not imply any massive conversion or even
addition of magnets. With some spare Dwarf bitz, I considered making them "über-dwarf" but renounced since
original models were already of Squat heritage. Yet, I wanted to add banners of some sort; being slightly tired
of painting each of them, I relied on a Man O'War Dwarf banner sheet for a quick result.
Wargear
Artificer Helm: Some Engineers develop intricate weapons and equipment for use in the Squat armory. One of the
most unique is the Artificer Helm that is created by the Guildmaster Engineer. This piece of wargear will grant
the Guildmaster a 5+ Invulnerable save, as well as allowing the Guildmaster’s squad to ignore any pinning from
weapon fire.
Banner of Command: Vehicles in the Squat army are a rarity and most often saved for the army’s commander and his
bodyguard. This Banner serves as a rallying point for nearby Squats, and will keep them fighting in even the
most dire of situations. Every Squat model within 12" of this vehicle may use the Warlord Leadership for Morale
tests, and models that have been broken may attempt to regroup, even if it normally may not.
Banner of Thunder: Some Squats can suffer from blood lust, and those that do are considered to be one of the
most frightening sights in the Imperium. Any unit that takes casualties from this Squat unit will be pinned for
the next turn. This will occur from either shooting or close combat. Note: This may only be taken by a squad and
its Leader.
Banner of Vengeance: Squats are a veryy vengeful people, and never forget a slight or insult. The Squat life is
a harsh one, and sometimes their underground cities are destroyed by outside aggressors. Those who come from
such a city have sworn revenge on its destroyer. Before the start of the game, pick one enemy unit. For the rest
of the game, the Squat unit will suffer hatred for that enemy (treated as the normal Squat Hatred for Orks). If
the nominated unit is Orky in nature, then the Squat unit may assault up to 6", instead of the normal 3". Note:
This may only be taken by a squad and its Leader.
Carapace Armor: Carapace armor is made from large plates of Armaplas molded to the wearer’s body. It is usually
very heavy, but this doesn’t bother the Squat wearing it. Carapace armor gives the wearer a 4+ armor save.
Communicator: The Communicator is an item remarkably similar to the Space Marine Signum. It is a form of
communication device that allows the Squat Guildmaster to provide targeting information for other nearby units.
However, through some enhancements, the Communicator can be used to aid units not in his own squad. In game
terms, this allows any single model within 12" of the Guildmaster to re-roll one missed to hit during the
shooting phase. The Communicator may not be used on models equipped with a Targeter.
Dozer Blade: This large armored blade was designed to push down trees and other debris in order to allow the
vehicle to move through rough terrain. A vehicle equipped with a Dozer Blade may re-roll a failed difficult
terrain roll as long as it was not moving more then 6" that turn.
Exo-Armor: Squat Exo-armor was created to work outside, in deep space or other inhospitable environments. The
armor looks huge when compared to the Squat that is inside, but in reality it is not much larger than standard
Space Marine Power Armor. The armor has save of 2+, and is always adorned with the best of weapons. Because of
this, all weapons mounted on the armor are always Master-crafted, which is already added into the cost of the
armor itself. The armor also restricts the Squats already stunted movement, meaning that if an enemy squad
breaks in hand to hand combat the wearer may only consolidate, and may not pursue. Also, Squats may ride a bike
while wearing this armor.
Gravitation Gun: The gravitation gun affects the local gravity field and changes the weight of objects, making
them far heavier than normal. A target hit by a gravitation gun is always affected, with no damage roll
required. A living target will be Pinned for the remainder of the game and may not move or shoot, although a
psyker may still continue to use his powers. If the target is a vehicle, then the shot automatically penetrates.
Work this out as normally, rolling for damage results on the Penetrating Hit table.
Guild Banner: The Squat army is not a full standing army, which means that some units will march under the
command of different Leaders. Those supported by the Guild of Engineers may re-roll any failed to hit rolls in
their shooting phase. Note: This may only be taken by a squad and its Leader.
Gyro-stabilized Weapon Mounts: With the advanced engineering skills of the Squats determining new ways to
increase their vehicle’s effectiveness, they have found a way to increase the stability of a weapon mount. With
additional gyros and pneumatic systems, weapons normally disrupted by movement may instead ignore the jostling
effects of rolling over terrain at break-neck speeds. Vehicles equipped with Gyro-stabilized Weapon Mounts are
treated as fast moving vehicles, and can fire accordingly. Note: Restrictions on Ordinance weapons allow it to
shoot even if the vehicle moved 6", but it may not fire any other weapons if it does this.
Haywire Grenade: The Squat army uses this weapon to destroy enemy vehicles with alarming ease. The haywire
grenade works by sending out a short-ranged electromagnetic pulse. Haywire grenades may only be used against
vehicles. The model may only make a single attack with the haywire grenade, regardless of their normal number of
attacks. If the attack hits roll a D6 to determine the result: 1=No effect, 2-5=Glancing hit, 6=Penetrating hit.
The haywire grenade may only be used against a Dreadnought if it has been first immobilized.
Hunter Killer with Plasma Warhead: Using the same technology as the Imperial Hunter Killer missile, the Squat
Engineers have developed a large rocket with a plasma warhead. This is a single shot missile, but instead of the
normal Krak round, it is a Plasma round. The weapon’s profile is as follows:
Inherited Artifact: In Squat society, old weapons, armor and wargear are revered greatly by peers if it once
belonged to a great hero. These artifacts are always master crafted, and counts as an upgrade for existing
wargear. The object causes all those who the wielder is leading in his squad to fight with increased vigor,
allowing them to re-roll one failed break test per turn.
Iron Lung: Few Squats survive the injuries they suffer in battle. Those that do often have artificial organs and
bionic replacements grafted into their bodies. This "Iron Lung" cannot enhance the Squat using them, but because
of the sturdy pieces, may actually protect the Squat from further injuries. A fatal shot to the chest may
instead ricochet off the enhanced ribs and internal organs. If a model with an Iron Lung is killed, instead of
removing the model, place it on its side. At the start of the next turn, roll a D6. If the result is a 6, then
the model may stand back up with one wound. If it is any other result, remove the model as a casualty.
Laser Destroyer: This massive, supercharged laser cannon is so large that it must be mounted on its own set of
treads, allowing it to move under its own power. The weapon is fired using a mobile control box. The Laser
Destroyer is effectively several laser cannons, which fire one single blast simultaneously. This allows you to
roll 2 D6 for Penetration and take the best result. The Laser Destroyer has the following profile.
Lightning Maul: The Lightning Maul is a powerful hammer of Squat design. When the Maul strikes, it releases a
huge amount of energy, enough to stun the person struck by the Maul. In game terms, the Lightning Maul counts as
a Power Fist, but a model wounded and not killed will be unable to attack until the end of the next assault
phase. A vehicle struck by the Lightning Maul will suffer a crew shaken result in addition to any other result.
Magnetized Hull: Squat engineers have a very different view of how things should be created. With this kind of
thinking in mind, they have been able to create and sustain a magnetic field that runs over the hull of a
vehicle. The effect of magnetizing the hull means that an assaulting unit will lose 1 attack with its weapons.
Note: Unfortunately, a side effect of this upgrade would disrupt any crewman sitting on its surface. Open topped
vehicles may not take this upgrade.
Master Crafted Armor: This is considered an upgrade for the Squat’s armor. Carapace Armor gains a 3+ save, while
Squat Exo-armor may re-roll one failed save per turn.
Master Crafted Weapon: A master-crafted weapon follows the normal rules, except that you may re-roll one missed
to hit roll per turn. MC weapons are taken as an upgrade to a weapon that is already being carried. Grenades may
not be master-crafted. The cost of master crafting a weapon is in addition to the weapon itself and is the only
part of the cost that applies to the 100-point limit.
Mole Mortar: Like all Squat weapons, the Mole Mortar is a unique piece of weaponry. Designed to blow underground
tunnels, the Mole Mortar delivers a payload that travels under the ground. The results are even more devastating
than a normal mortar, causing the ground under a unit to erupt in a deadly explosion. The Mole Mortar fires in a
matter normal to any other guess weapon. However, due to its unique nature, the full force of the explosion will
affect only units on the ground. Skimmers will suffer only glancing hits, even if the result is a penetrating
hit. A mole mortar explosion will create a crater equal to the size of its blast area. Treat the crater as
difficult terrain.
Phoenix Bolts: Occasionally a Squat Engineer will create an invention that is rather startling in nature. The
Phoenix Bolt is such a weapon. Taking miniaturized plasma cells and placing them in auto-cannon rounds, a normal
Auto-cannon can fire bolts of plasma. While these are not particularly strong cells, they do explode on impact.
This has the effect of making the Auto-cannon a Heavy 2 Blast weapon.
Plasma Field generator: The Squats’ mastery over Plasma Technology has extended past just vaporizing the enemy.
They have crafted it to a personal force field that covers the squat with a thick membrane of plasma, forming an
impenetrable barrier. The field gives a 4+ unmodified save against any attack that is made against the user.
Plasma Lance: This large, cumbersome looking weapon is of a very unique design. Utilizing plasma technology, and
enhancing it slightly, the Squats have created a very deadly weapon. Wrapping the lance in a plasma field, it is
capable of firing a high intensity energy bolt or cutting through powered armor. The Plasma Lance may fire in
the shooting phase, using the given profile, or it may be used in an assault as a power weapon. Because of the
large energy drain, it may not be used during both phases in the same turn.
Plasma Weapons: Unlike their Imperium counterparts, the Squats have perfected the use of Plasma Weapons. They
have perfected the plasma emergency venting to the point that the Squat warrior does not have to fear
overheating. If a 1 is rolled to hit for any Squat Plasma weapon, then only a miss will occur.
Power Winch: Attached to the front of most Squat Vehicles, the power winch is a handy tool that is used in
mining operations. A vehicle that is equipped with a power winch may pull itself out of any impassable terrain
it becomes stuck in. This will take the vehicle’s entire movement phase, and will place it just outside the
impassable terrain.
Rune Axe: This massive weapon (which, Imperial Scholars argue, often weighs more than the Squat who wields it)
is used to channel the psychic powers of Squats who have reached the age when they become living ancestors,
developing psychic power, not unlike a force weapon used by the Space Marine Librarians. The massive weight of
the Axe head is enough to bring the weapon down and cut through plasteel like butter. Treated as a normal force
weapon, it also doubles the Lord’s strength characteristic and ignores armor saves. However, the user will
strike last in close combat, regardless of initiative.
Scanner: The Scanner is a short-range energy detector used to spot hidden troops nearby by "seeing" their energy
and heat signatures. If there are enemy infiltrators set up within 4D6" of a model with a Scanner, then that
model may take a free shot at them (or Sound the Alarm in a Raid Scenario). If the model is part of a unit, then
the whole unit may shoot. These shots are taken before the battle begins and could cause the target to fall
back. The normal rules for shooting apply.
Squat Attack Trike: Attack Trikes carry two Squats into battle. Attack Trikes work in a similar manner to
regular Attack Bikes, War-Trikes, and Bikes. They can fire two weapons in the shooting phase, and have an
improved save because of the two crewmen. The Attack Trike also has an enhanced toughness as a War-Trike, but
has two attacks instead of one.
Squat Auto-guns: Since Squats fight in much closer quarters than their Imperial counter parts, they have had to
modify the Auto-gun for a more different role. Instead of the normal Rapid Fire characteristic, Squat Auto-guns
have an Assault 2 profile. Squat Auto-guns and Auto-pistols also have AP6.
Squat War-Trike: The Squat War-Trike operates in a very similar manner to the Space Marine Bike. A War-Trike
moves 12" in the movement phase and 6" in the assault phase. The bike grants its driver a +1 to toughness.
Models may wear Exo-armor while riding the War-Trike. The War-Trike comes with twin linked Squat Auto-guns.
Super-chargers: Squats have a thing for speed. Most of their personal vehicles have been modified to have
enhanced power cells or fuel injection systems, which give the vehicle an extra boost of speed. Any Squat
vehicle equipped with super-chargers may move an additional D6" in its movement phase.
Targeter: Squats do not have a reputation for being among the best shots in the galaxy. However, with their
technical expertise, they have managed to create a remarkable piece of equipment. Any unit equipped with a
Targeter may re-roll one failed to hit per shooting phase.
EXO-ARMOR
Exo-armour is a form of powered armour. The extensive protection it provides is especially useful when fighting
in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo-armour
is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels.
Exo-armour also serves as an all-enclosing hostile environment suit. The development of Exo armour was spurred
by the inhospitable nature common to the Squat homeworlds. Exo-armour incorporates an integrated power axe and
boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat
Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of
the Squat military aristocracy.
The standard weapons fitted into suits of exo-armour are often upgraded to heavy or combi-weapons by wealthy
Squat warriors.
SQUATS
Squats (Homo sapiens rotundus) were short, stocky and tough abhumans. Of all the
abhuman types, they most closely resembled humans. Squats were the descendants of
humans who colonized the worlds around the galactic core in the far distant past.
These worlds are some of the oldest in the galaxy, formed when the laws of physics
had yet to be stabilized.
The Squat ancestors were human colonists that reached the mineral rich worlds
around the galactic core, during the time of the initial expansion beyond Earth's
own solar system, long before the emergence of the Emperor. The colonization came
at the right time, as Earth's own mineral wealth was depleted. The worlds at the
galactic core were rich in rare and unique minerals, but in terms of life were
barren and unsuited for colonization. These worlds are dark and bleak. Their
gravity is great, usually two or three times that of Earth. Their atmospheres are
either thin or non-existent. Even those planets with atmospheres are blasted by
tremendous storms.
These planets became mining worlds. Colonists were forced to become self-sufficient, providing their own
underground grown food. Due to the completely hostile nature of the surface the colonists formed underground
societies. During the long isolation of the Age of Strife, the Squat race developed, evolving to suit their
environment, becoming tougher, more resilient and physically shorter.
Some say the real history of the Squats begins in the Age of Strife when their worlds were cut off from Terra
and the race developed, but their actual origins begin much earlier during the Dark Age of Technology, or as the
Squats called it, the Age of Founding.
The Imperium first encountered the Squats during the age of reunification called the Great Crusade as the
Emperor's forces reached the worlds near the galactic core. Many of these worlds were the Squat Homeworlds.
Stubborn, insular and fiercely independent, war between the Squats and the Imperial forces was inevitable. High
casualties suffered by the Space Marine Legions led to the development of the Mk. III power armor, suitable for
the conditions being fought in - confined tunnel complexes with little cover3.
The Squat Homeworlds have long been part of the Imperium, but enjoy a level of autonomy greater than the
ordinary self-governed Imperial world. The Homeworlds, while governing themselves without interference from the
Adeptus Terra, are expected to follow Imperial policy on wider issues.
The relationship between the Homeworlds and the Imperium is generally peaceful, although through history has
been punctuated by bouts of war and bitterness.
The Squats and the Imperium trade to their mutual benefit. Both races also share many enemies, especially Orks,
making it in their best interests to cooperate.
The Squats do not follow the Imperial Cult, rather they revere their ancestors. Squats fighting alongside the
Imperial Guard often adopt the Emperor into their beliefs, as a guardian of their ancestors.
Squat technology is based upon the heavy mining equipment they brought with them to the Home Worlds. During
their isolation from the rest of humanity they adapted it for other uses, notably exo-armor which was engineered
from heavy mining suits. Squats continued to innovate and invent while humanity sank into a Dark Age.
As a result, the Squats have developed technologies such as neo-plasma and warp cores far in advance of anything
the Imperium owns. Some Squat technologies were absorbed into the Imperium, especially tunneling vehicles and
weaponry such as the Termite.
In Warhammer 40,000 Squats had a similar armament to Imperial armies, coming with las and bolt weaponry as
standard. Armies also included squads in exo-armor supported with bikes and trikes. Squats were characterized in
Epic with colossal war machines, including the Land Train (which supported many different cars, including the
Dragon Car, the Berserker Car, the Mortar Car and the Rad Bomb car), Leviathan (used as a mobile infantry
transport, capable of holding almost a hundred squats within), Cyclops (a spaceship weapon mounted on a Colossus
chassis and used originally to devastate rival Squat warlord's war machines) and Colossus.
Squat History
Squat history is divided into five ages, each marked by a dramatic change in both galactic conditions and Squat
society. These ages are:
Age of Founding
The Age of Founding is equivalent to the Dark Age of Technology for humanity. This is not technically the first
period of the Squats as they had yet to evolve, but is the time of the founding of the colonies that would
become the Squat Homeworlds. Almost twenty thousand years ago contact between these planets and Terra was almost
continuous, testament to the importance of these colonies. Terra also kept the worlds well supplied with that
which they could not produce for themselves in adequate amounts, primarily food. This period lasted until the
Age of Strife.
Age of Isolation
The Age of Isolation corresponds with the earlier part of the Age of Strife - around eighteen thousand years
ago. The galactic core was cut off from the rest of human space by the devastating warp storms of the Age of
Strife. Many worlds were swallowed by the warp and disappeared forever, others were trapped in stasis and became
lost. Most survived although they were separated from Earth and all contact was lost with the rest of the
galaxy. During this time of isolation and danger the Squat worlds still in contact with each other began to
organize for their mutual defense. It was at this time that the Squats began to refer to their worlds as the
Homeworlds.
The Homeworlds remained isolated for thousands of years and their inhabitants learned to survive in a universe
that was becoming increasingly hostile. Those that survived grew and prospered. Settlements were enlarged and
fortified into impregnable Strongholds. They soon developed alternative technologies to make up for the lack of
supplies from Earth.
During the isolation the complex system of Guilds developed. These Guilds were responsible for preserving
technical knowledge and skills as well as training technicians, miners and other specialists necessary for the
Strongholds. The Guilds transcended the Strongholds, allowing every Stronghold to benefit from the preserved
knowledge as well as new advances in technology.
During this age the Leagues first began to develop from Strongholds allied for trading and defense purposes.
Age of Trade
The Age of Trade took place during a slight abatement of the warp storms during the Age of Strife and led to the
Squats encountering other races, including Orks and Eldar.
At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realized that the
Squats were determined and tenacious fighters, and that trade was a more practical arrangement. The Squats took
full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and high-technology
systems. To this day, Squat hydroponic plants, developed with Eldar help, are among the most efficient food
sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between Eldar and Orks,
maintaining trade links with both sides. There were inevitably small wars from time to time, but for the most
part the Squats' complex structure of treaties and trade agreements maintained a stable peace.
Age of Wars
The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet,
under the command of Grunhag the Flayer, attempted a full-scale invasion of the Homeworlds. Losses on both sides
were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the
Squats' underground settlements. The Squats appealed to their Eldar trading partners for help against the
invading Orks, but none was received.
The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the
double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were
wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such
destruction. Even today expeditions are mounted from the Squat Homeworlds in search of lost strongholds, and
these expeditions are often accompanied by Adeptus Mechanicus priests, eager to rediscover lost Squat
technology.
Age of Rediscovery
The Age of Rediscovery was the most recent phase of Squat history, corresponding to the Great Crusade and the
current Age of the Imperium. As the Imperium recovered from the Age of Strife and began to reunite the scattered
worlds of humanity, the Squat Homeworlds were rediscovered and contact with the Imperium was established.
The Imperium found that a distinct culture had developed on the Homeworlds, and that the Squats had moved
outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own
Homeworlds, but they also occupied more conventional worlds able to support normal Human civilization.
The Squat Homeworlds were almost unique in the Imperium - though they were a part of the Imperium, they were not
directly controlled by the Administratum. Instead, they are allowed a certain amount of autonomy, being ruled by
their strongholds and Leagues just as they were before the Age of Rediscovery. The experiences of the previous
millennia has left the Squats with a strong sense of cultural unity and a fiercely independent nature, and
instead of rejoining the Imperium as subject worlds, the Homeworlds negotiated a series of treaties which
enabled them to keep their independence. The racial character of the Squats - hard-working, tenacious,
honorable, and inimical to alien races - was almost perfect from the Imperial point of view, and the Imperium
was content to allow them a great degree of self-government.
Both the Imperium and the Squats benefit from this arrangement: the Homeworlds provide troops for the Imperial
Guard. The Imperial Guard also provides military support to the Homeworlds when necessary, as they would any
other threatened Imperial worlds. Additionally the Squats trade their mineral wealth exclusively with the
Imperium.
The Adeptus Mechanicus are highly interested in the Squats and the Homeworlds for several reasons: Squats
possess a high level of technical expertise which seems to come naturally to the race. Additionally, the
Homeworlds as a whole possess the greatest amount of surviving STC equipment in the Imperium.
The Squats are said to allow the Adeptus Mechanicus free access to Squat technology1. However it is also said
the Squats keep their technology from other races, regarding the Adeptus Mechanicus as little more than
sorcerers mired in superstition2.
During their long isolation the Squats were forced to become self-sufficient in order to survive the barren
environments of their Homeworlds. They have also managed to maintain technological knowledge and expertise,
which has allowed the race to continue to progress technologically. Accordingly the Squats have developed their
own advanced technologies, which not even the most technically-adept of the Techpriests understand. These
include the neoplasma reactor powered by a warp-core and held in thrall by a zero-energy containment field. No
other race has developed this technology and the Adeptus Mechanicus gave up on their experiments with warp-cores
after the infamous Contagion of Ganymede. Some of the technology developed by the Squat engineers is considered
too dangerous and remains unused2. Several of the weapons now in regular Imperial service were originally
developed by the Squats: this includes the Leviathan super-heavy assault transport, Thunderfire cannon, Thudd
gun and Mole mortar.
In war, the Squats used squads of motorcycles supported by massive artillery barrages from juggernaut war
machines such as the Land Train, Colossus, Cyclops and Leviathan. They also used advanced armor, such the heavy
exo-armor.
Extinction
At first the disappearance of the Squat army from the game rules was explained by a background story describing
that the race had been devoured by the Tyranids (in effect this still kept them as part of the background). The
story went that the Squat race had been virtually destroyed, and the few remaining Homeworlds were annexed by
the Imperium over the hundreds of years after the attacks. Only a few scattered and embittered remnants of
Squats survive throughout the Imperium.
Currently however Games Workshop have taken the stance that the Squats never existed - older republished novels
have been edited to remove all references of Squats. In other cases books have not been republished due to the
stories featuring Squat characters or other obsolete races.
The Demiurg are a revitalization of the "Space Dwarf" concept. According to Jervis Johnson they will probably
never be a major race, rather remaining in the background.
Despite this, certain miniature companies have been producing Space Dwarf models, and some players have even
converted the rules of Warhammer 40K to allow them to play, though official GW stance remains that Squats are
not a legal army in the game.
Stronghold
Strongholds are Squat settlement centres. They were generally founded during the original colonisation and those
produced later are known as Newholds. Strongholds also often join together under Leagues to form defensive
pacts.
Generally a Stronghold develops around a mine and its associated living quarter although some later developments
were not associated with mining. A hereditary Lord ruled each stronghold and was protected and supported by the
Hearthguard. The Hearthguard were the elite of a Squat army and the servants to the Lord while also protecting
the Lord when he went to war. Each Stronghold had a group of Brotherhood or War-Brethren which formed the core
of the Squat armed forces for the Stronghold. Every Squat had an obligated 30-70 year service period although
they may not be called upon to fight until they had sired two sons and raised them to maturity. This helped
protect the continuity of the race from the Stronghold's military activities. A Squat could then retire from
active duty with his honour and probably some wealth and take up a position of responsibility in his family's
business.
The Brotherhood was often also seen as a mercenary force. In times of peace warriors were traded for resources
to either fight for the Imperium or for other strongholds. Another member of the aristocracy was the Warlord, a
close relative of the Lord who was there to be placed in control of the Brotherhood in order to prevent Lords
from wielding too much power and sending their troops into battles they should not be fighting. Other Lords
would send their Brotherhoods on expeditions which range from locating other ancient and lost strongholds to a
campaign against an alien race or piracy. Some Brotherhoods had totally turned to piracy and become known as
Squat Reavers. When they returned to their stronghold they distributed the booty between the pirates and the
Lord of the Stronghold.
Squats had a requirement to provide forces for the Imperial Guard and this often took the form of a detachment
of the Brotherhood. Space Marines however have a low tolerance for mutants and so Squats weren't posted to
places they were likely to meet the Adeptus Astartes.
League