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==Weapons== *'''Chainaxe''' - This counts as an AP4 Close Combat Weapon. *'''Heavy Chainaxe''' - A larger and heavier versions of the traditional Chainaxe, these weapons hit much harder and deal serious wounds to anyone who is stupid enough to not bring proper protection. Originally designed during inter-hold Squat conflicts to deal with warriors armed in iridium-based armour, later they were re-purposed to combat heavily armoured non-Squats such as both Space Marines, Ork Warbosses, and Tau Battlesuits. **Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Armorbane, Unwieldy, Two-Handed) *'''Forge Weapons''' - These oversized weapons take the form of axes, hammers and occasionally greatswords. Made from alloys of magnesium they have a favorable tendency to spark when they strike a target, potentially setting them ablaze. However, due to the reactivity of such alloys the weapons require a great deal of care to maintain; therefore a Squat will take great pride in his Forge Weapon and will become greatly offended if the weapon is mistreated by others. **Profile (Range: -, Strength: +2, AP: -, Rules: Melee, Two-Handed, Soul Blaze, Flammable) ***''Flammable'' - Weapons with this rule count as "Flame" type weapons for the purposes of interaction with other rules. *'''Fusion Projector''' (borrowed from HH:2) - Fusion Projectors are remarkable flame based weapons that are both more elegant and potent than the flamers wielded by the other species of the galaxy. They can be used to incinerate a swath of targets like a regular flamer or focus their jet into a searing cutting arc. Fusion Projectors come in five sizes of both increasing power and energy consumption. Wielders of such weapons can choose to fire one of two profiles: **'''Light Fusion Projector''' ***Dispersed Profile (Range: Template, Strength: 3, AP: 6, Rules: Pistol) ***Focused Profile (Range: 3", Strength: 6, AP: 1, Rules: Pistol, Melta) **'''Fusion Projector''' ***Dispersed Profile (Range: Template, Strength: 4, AP: 5, Rules: Assault 1) ***Focused Profile (Range: 6", Strength: 6, AP: 1, Rules: Assault 1, Melta) **'''Heavy Fusion Projector''' ***Dispersed Profile (Range: Template, Strength: 5, AP: 4, Rules: Assault 1) ***Focused Profile (Range: 12", Strength: 6, AP: 1, Rules: Assault 1, Melta) **'''Clearance Fusion Projector''' ***Dispersed Profile (Range: Template, Strength: 5, AP: 4, Rules: Assault 1, Torrent) ***Focused Profile (Range: 12", Strength: 6, AP: 1, Rules: Assault 1, Melta, Blast) **'''Super-Heavy Fusion Projector''' ***Dispersed Profile (Range: Hellstorm, Strength: 7, AP: 3, Rules: Primary Weapon 1, Torrent) ***Focused Profile (Range: 36", Strength 8, AP: 1, Rules: Primary Weapon 1, Melta, Apocalyptic Blast) *'''Mining Tools''' - As incredibly prolific miners, a good deal of the mining equipment used by the Squats can also function as effective weapons of war. Drills, picks, saws and other assorted tools can break flesh, armor and vehicle hulls just as easily as solid rock. **'''Rock Cutter''' - The hydraulic shears of rock cutters were designed to free trapped mine workers from industrial accidents. When the Squats march to war, their irresistible grip is used not to save, but to kill. Profile (Range: -, Strength: x2, AP: 2, Melee, Unwieldy, Snip, Mining Tool) ***'''Snip''' - When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Toughness test for each Wound suffered or suffer Instant Death. **'''Rock Drill''' - Far cheaper and easier to maintain than a Power Fist and just as effective, the Squats have modified their Rock Drills to be used as weapons. Its triple grinders can turn even the stoutest enemy champion to gory gobbets of flesh. Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Unwieldy, Pulverize, Mining Tool) ***'''Pulverize''' - If the model using this weapon can make 2 or more attacks this combat phase then it may exchange all of its attacks for a single attack made at Sx3 AP2. **'''Rock Saw''' - The blades of the heavy rock saw are designed to cut through dense boulders of ore β when the time of war comes, they slice through the hulls of enemy vehicles as easily as a butcher slices through meat. Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Unwieldy, Armourbane, Mining Tool) ***'''Mining Tool''' - This weapon has the Two-Handed special rule unless used by a model wearing Exo Armor or a Walker. **'''Lascutter''' - The Lascutter is more a tool for mining and salvage than a weapon but can be used for devastating effects against fortifications and other stationary targets. Profile (Range: -, Strength: 9, AP: 2, Rules: Melee, Two-Handed, Unwieldy, Cumbersome) ***''Cumbersome'' - A model using a Lascutter can only ever make a single attack at WS 1 in the assault phase, regardless of their profile or any other special rules. **'''Power Pick''' - Power picks are simple enough in design. They bear a low-quality disruption field powerful enough to shatter ceramite like glass. Profile (Range: -, Strength: +2, AP: 3, Rules: Melee, Unwieldy) **'''Demolition Charge''' - A Demolition Charge is usually meant to safely demolish buildings or blast apart stones but these traits also make it capable of tearing open the hulls of battle tanks. Profile (Range: 6", Strength: 8, AP: 2, Rules: Assault 1, Large Blast, One Use Only *'''Servo-Arm''' Profile (Range: -, Strength: x2, AP: 1, Rules: Melee, Specialist Weapon, Unwieldy, Repair Assistance) **''Repair Assistance'' - A Guild Engineer with a Servo-Arm adds 1 to its Battlesmith rolls. These bonuses can stack. *'''Servo-Harness''' - A servo-harness gives the bearer two servo-arms, a plasma cutter and a fusion projector. In the Shooting phase, the model can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon. *'''Plasma Cutter''' Profile (Range: 12", Strength: 6, AP: 2, Rules: Assault 1, Twin-linked) *'''Macro-Hammer''' ''(inspired from Rogue Trader)'' - These sophisticated hammers incorporate a number of nano-sized warp portals in the hammer-head that burst on contact, causing a localized warp disruption. Profile (Range: - , Strength: x2, AP: 2, Rules: Melee, Unwieldy, Concussive, Two-Handed, Warp Distortion) **''Warp Distortion'' - Rolls of 6 To Wound have the Instant Death special rule. *'''Shot Weapons''' - Squats do regularly use simple ballistic weapons like other more primitive races do, however their mastery of metals allows them to use materials much more exotic than lead or copper for their projectiles. Their standard military armament involves weapons that fire high-density buckshot at their opponent with a high degree of stopping power yet little risk of collateral damage to starship internals or cavern walls. **'''Shot Pistol''' Profile (Range: 12", Strength: 4, AP: -, Rules: Pistol, Shred) **'''Shot Rifle''' Profile (Range: 24", Strength: 4, AP: -, Rules: Rapid Fire, Shred) **'''Shot Carbine''' Profile (Range: 12", Strength: 4, AP: -, Rules: Assault 2, Shred) **'''Auto-Shot Rifle''' Profile (Range: 18", Strength: 4, AP: -, Rules: Assault 3, Shred) **'''Shot Cannon''' Profile (Range: 24", Strength: 6, AP: -, Rules: Heavy 4, Shred) **'''Rotary Shot Cannon''' Profile (Range: 24", Strength: 6, AP: -, Rules: Heavy 8, Rending, Shred) **'''Heavy Rotary Shot Cannon''' Profile (Range: 48", Strength: 8 , AP: -, Rules: Heavy 20, Rending, Shred *'''Coil Weaponry''' - Squats have long worked and experimented with magnetism, a useful science to invest oneself into when one works with metal and electricity so frequently. Whereas the Tau's experiments into magnetic projectiles lead them down the path of railguns, the Squats wanted a weapon less temperamental, finding that the swift process of wearing that Railguns undergo made them undesirable. The coil gun, which operates under similar principles if different methods; proved to be more to their liking. Very capable of penetrating through armor, though their small projectile size meant that they impart little of their kinetic energy into a target, though it also means that they have rather manageable recoil, easily allowing the stout squats to fire them on the move. **'''Coil Pistol''' Profile (Range: 18" , Strength: 3, AP: 1, Rules: Pistol, Armourbane) **'''Coil Repeater''' Profile (Range: 36", Strength 3, AP: 1, Rules: Assault 2, Armorbane) **'''Coil Cannon''' Profile (Range 72", Strength 5, AP: 1, Rules: Heavy 1, Armourbane) **'''Heavy Coil Cannon (Solid Shot)''' Profile (Range 108", Strength 7, AP: 1, Rules: Ordnance 1, Armourbane) **'''Heavy Coil Cannon (Submunition)''' Profile (Range 108", Strength 4, AP: 4, Rules: Ordnance 1, Large Blast) **'''Super-Heavy Coil Cannon (Solid Shot)''' Profile (Range 162", Strength 10, AP: 1, Rules: Primary Weapon 2, Armourbane, Sunder, Instant Death) **'''Super-Heavy Coil Cannon (Submunition)''' Profile (Range 162", Strength 4, AP: 3, Rules: Primary Weapon 2, Apocalyptic Blast) *'''Squat Missiles''' - Squats can use explosive ordnance just as other races do, though their mastery of demolitions tends more towards civilian purposes rather than commonplace battlefield use. However, their technology is unique enough that the Imperium has attempted to duplicate some of their designs for their own use. **'''Mole Missile''' Profile (Range: 48", Strength 4, AP: 4, Rules: Heavy 1, Blast, Ignores Cover) **'''Krak Missile''' Profile (Range: 48", Strength 8, AP: 3, Rules: Heavy 1) **'''Flakk Missile''' Profile (Range: 48", Strength 7, AP: 4, Rules: Heavy 1, Skyfire) *'''Cyclone Missile Launcher''' - The Cyclone Missile Launcher is exactly the same as the weapon of the same name used by the Imperium and serves the same purpose. To send a salvo of devastating missiles at the enemy. A Cyclone Missile Launcher may be fired alongside another ranged weapon. **'''Mole Missile''' Profile (Range: 48", Strength 4, AP: 4, Rules: Heavy 2, Blast, Ignores Cover) **'''Krak Missile''' Profile (Range: 48", Strength 8, AP: 3, Rules: Heavy 2) *'''Hellion Missiles''' - These missiles are some of the strongest missiles ever made, designed to destroy titans that are fielded against the Squats. Land Raiders that have these mounted on them have been nicknamed Grudgekeepers. Profile (Range: 60", Strength 10, AP: 1, Rules: Ordnance 1, Instant Death, Armourbane, One Use Only) *'''Plasma Missiles''' Profile (Range: 36-300", Strength 9, AP: 2, Rules: Ordnance 1, Massive Blast, One Use Only) *'''Doomstorm Missiles''' Profile (Range: 24-120", Strength 10, AP: 4, Rules: Ordnance 2, Large Blast, Barrage, One Use Only) *'''Tactical Bombs''' Profile (Range: -, Strength 6, AP: 4, Rules: Bomb 1, Blast, Bomb Cluster, One Use Only) **'''Bomb Cluster''' - A weapon with the Bomb Cluster rule may drop as many bombs as the controlling player wishes as part of a single bombing run, up to the total listed number of bombs it is carrying. Pick a single target for all the bombs in the bombing run. The initial bomb scatters as normal and any additional bombs scatter the same way as additional barrage blasts from a Multiple Barrage. *'''Heavy Bomb''' Profile (Range: -, Strength 6, AP: 4, Rules: Bomb X, Apocalyptic Barrage, One Use Only, Bombing Run) **'''Bombing Run''' - You can elect to have the Overlord Airship drop as many bombs as you wish, for each bomb dropped, roll once on the Apocalyptic Barrage Template but remember, each bomb can only be dropped once. *'''Hellstorm Bomb''' Profile (Range: -, Strength 7, AP: 3, Rules: Hellstorm, Bomb 1, One Use Only) **To use a Hellstorm Bomb, use the standard Bomb rules but place the narrow end at the impact point and the wide end closer to the final position of the bomber than the narrow end. *'''Melta Bomb''' Profile (Range: -, Strength D, AP: 1, Rules: Bomb 1, Large Blast) *'''Ion weaponry''' - The Squats go by many names, one of them being Demiurg; taken from a truly ancient race of Aliens much like the Squats with silicate skin that were among the first species that contacted the early Squats. The Squats adopted a close relation with the Demiurg, offering the void-dwellers a reliable source of trade until the two species became so culturally intertwined that they had essentially become two sides of a coin. One of the items the Squats received was Ion technology which itself has been traded with the nascent Tau Empire. **'''Ion Pistol (Standard)''' Profile (Range: 12", Strength 7, AP: 5, Rules: Pistol) **'''Ion Pistol (Overcharged)''' Profile (Range: 12", Strength 8, AP: 5, Rules: Heavy 1, Gets Hot!) **'''Ion Rifle (Standard)''' Profile (Range: 30", Strength 7, AP: 4, Rules: Rapid Fire) **'''Ion Rifle (Overcharged)''' Profile (Range: 30", Strength 8, AP: 4, Rules: Heavy 1, Blast, Gets Hot!) **'''Ion Cannon (Standard)''' Profile (Range: 60", Strength 7, AP: 3, Rules: Heavy 3) **'''Ion Cannon (Overcharged)''' Profile (Range: 60", Strength 8, AP: 3, Rules: Heavy 1, Large Blast, Gets Hot!) **'''Long-Barreled Ion Cannon (Standard)''' Profile (Range: 90", Strength 7, AP: 2, Rules: Primary Weapon 9) **'''Long-Barreled Ion Cannon (Overcharged)''' Profile (Range: 90", Strength 8, AP: 2, Rules: Primary Weapon 1, Massive Blast, Gets Hot!) **'''Ion Annihilator (Standard)''' Profile (Range: 72", Strength 8, AP: 3, Rules: Ordnance 1, Large Blast, Barrage) **'''Ion Annihilator (Overcharged)''' Profile (Range: 72", Strength 9, AP: 2, Rules: Ordnance 1, Large Blast, Barrage, Gets Hot!) *'''Rapier Destroyer''' - Profile (Range: 36", Strength 9, AP: 2, Rules: Ordnance 1, Twin-linked) *'''Double-Barrelled Turbo-Laser Destructor''' - Profile (Range: 96", Strength D, AP: 2, Rules: Primary Weapon 2, Large Blast) *'''Seismic/Tremor-weaponry''' - Immensely useful for the mining focused life styles of the squats due to their ability to casually shake apart even the hardest of earth without creating the heady smoke that a laser would, sonic technology is something the squats have thoroughly studied and developed. Though humans and Eldar also make use of the technology, the squats have made it a ubiquitous technology. Vibrations can create earthquakes or reshape the terrain, increase the effectiveness of melee weapons more cheaply than power fields, allow for easy subterranean ambushes, shaking apart structures and vehicles, and reducing infantry to pulp. **'''Thudd Gun''' - Profile (Range: 12"-48", Strength 4, AP: 5, Rules: Heavy 4, Blast, Barrage, Ignores Cover) **'''Seismic Rifle''' ***'''Close Range''' - Profile (Range: 12", Strength 8, AP: 3, Rules: Assault 1, Resonance) ***'''Long Range''' - Profile (Range: 12-24", Strength 5, AP: 4, Rules: Assault 2, Resonance) **'''Seismic Cannon''' ***'''Close Range''' - Profile (Range: 12", Strength 8, AP: 3, Rules: Heavy 2, Resonance) ***'''Long Range''' - Profile (Range: 12-24", Strength 5, AP: 4, Rules: Heavy 4, Resonance) **'''Heavy Seismic Cannon''' ***'''Close Range''' - Profile (Range: 12", Strength 8, AP: 3, Rules: Heavy 3, Resonance) ***'''Long Range''' - Profile (Range: 12-24", Strength 5, AP: 4, Rules: Heavy 6, Resonance) ****'''Resonance''' - To Wound rolls and Armour Penetration rolls of 6 made with a weapon this special rule are always resolved at AP1. **'''Seismic Lance''' Profile (Range: Hellstorm, Strength 1, AP: 2, Rules: Primary Weapon 1, Seismicquake) ***Seismicquake: To fire the seismic lance, place the hellstorm template so that the narrow end is within 18β of the weapon and the large end is no closer to the weapon than the narrow end. Models under the template are wounded on a 3+ regardless of their Toughness. Against vehicles, the seismic lance is Strength 1 and rolls 3D6 for armour penetration. *'''Combi-Weapon''' - A model armed with a Combi-Weapon (Combi-Fusion Projector, Combi-Ion Rifle, Combi-Coil Repeater or Combi-Seismic Rifle) can choose to fire either the main weapon or the secondary weapon, each with the profile listed elsewhere in this section. The main weapon can be fired every turn, but the secondary weapon can only be fired once per battle (a Combi-Coil Repeater and Combi-Ion Rifle can, of course, rapid fire). You cannot fire both weapons in the same turn. The main weapon is either a Shot Rifle, Shot Carbine or Shot Sub-Repeater, choose which before the battle in which it cannot be changed during the battle.
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