+ For home and hearth: Squats in Warhammer 40,000 +
"Do not underestimate the Squats. They survived for millennia cut off from the Imperium and assailed from all sides. Their determination and resilience is an example to all."
+ Meditations on Imperial Command, Book XVI. Attr. Leman Russ, Primarch of the VIth Legion +
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+ Those who have been inloading Death of a Rubricist for a while may have noticed a certain soft spot for dwarfs [inlink the DWARFS and SQUATS flow-cascade nodes on the right, if you'd like to do a little light reading]. I've long harboured the ambition of bringing some squats into Antona Australis; judging by the dates of the Iron Staff Dominion colour text [+noosphericinloadlink embedded+]; at least half a decade. Yikes! +
+ Of course, applying a 'models first, rules second' approach relies on building a bunch of models, and that's what I was working on over the weekend:
+ I've idly kicked the idea of squats around before, and now I've got some models, it'd be fun to try them out. It's been a long time since the squats had rules in 40k, and since 8th edition has been a breath of fresh air, what better time to write some stuff up? +
+ A brief consult with the PCRC hivemind gives us some basis stats, which you are more than welcome to play around with:
+ My intention with this isn't to reinvent the wheel; just to get the models I've built on the table; but I'd very much appreciate any feedback you have. With regards to the available weapons, I'd suggest the following:
Special weapons:
- Graviton gun
- Volkite blaster
- Melta gun
- Flamer
- Grenade launcher
Heavy weapons:
- Heavy bolter
- Seismic cannons
- Mining laser
- Multimelta
- Volkite culverin
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3 comments:
I like it, I think the stats are even-handed and fair. I would make two suggestions, however-- first, I have a couple of the old metal models in my collection that are carrying plasma rifles so there's evidence that plasma technology should be available to at least some households.
Secondly, I think their Strength stat is probably somewhere between 3 and 4 (3.5 -?) because they're stronger than a human but not quite at power armored levels. To reflect that in game terms I would suggest a special rule something along the following lines in the Abilities section for Squat Infantry units-- "Hits Like A Ton Of Bricks: Models with this special ability add +1 to their Strength characteristic in the Fight Phase of the turn that they conduct a successful charge".
Love the models!
These are terrific! Wow, what a gorgeous work!!
The stats are great, and are roughly where my thinking is for my own squat project. A few minor points I would offer - the original RT army list had squats in squads of eight (four for Hearthguard); following this would allow the squats to be more immediately distinct from both Guard/Marines/Orks, which have a 5/10 basis.
I'd also let them carry conversion beamers. I already like how you've given them archaeotech and repurposed mining weapons, and for my money portable conversion beamers help being home the 'weird old tech everyone else forgot' aspect of the space dwarfs.
This is not at all motivated by the two conversion beamers I have in my heavy weapon (8-man squads, 4 heavies per squad) in my project awaiting paint. Nope. Definitely not.
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