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Squats

Original Author: Nathan �N0-1_H3r3� Dowdell

�I saw the Homeworlds devoured, hollowed out by the numberless tide. I saw the
Leagues torn asunder by the teeth and claws of an enemy unlike any we have ever
faced. And I saw no sign of our erstwhile allies when the end came. We are forced
now to the stars, to wander and mourn and enact revenge.�

Squats

Humankind colonised a vast range of worlds during the original expansions, and as
can be expected, many of those worlds left their mark on the generations of people
raised upon them. Barren, high-gravity, resource-rich worlds near the core of the
Galaxy gave birth to hardy, resolute people, descendants of the colonists who
settled there during the Dark Age of Technology. Unlike Ratlings and Ogryns, the
Squats once had a civilization of their own, strong and sophisticated enough to
stand alongside Mankind as an ally and protectorate of the Imperium. However, the
last centuries have seen the Squats decline swiftly � the core of their empire
devoured by the Tyranid menace, and the remnants pounced upon by Orks and Chaos
Warbands alike, leaving nothing more than scattered survivors, trying to endure in
a galaxy that has become increasingly hostile.

Where some have turned to piracy, others have thrown in their lot with their
distant genetic cousins, and live amongst the Imperium. Those few Strongholds that
remained have pledged themselves to the Emperor in desperation, and now exist as
remote, obscure mining colonies where once they were the outposts of a proud
civilization.
Squats EvolutionEdit

The Squat Homeworlds were harsh places, inhospitable due to a lack of breathable
atmosphere, but immeasurably valuable due to the minerals and metals hidden deep
beneath the surface. The cramped conditions in the subterranean Strongholds, the
high gravity of those dense worlds, and centuries of hard, heavy labour in
continent-spanning mines have led to a race of short, densely-built humans, known
properly as Homo sapiens rotundus.

Squat physiology is a product of its environment. Compact, tough, solidly-built and


with a low center of gravity, Squats carry loads well, and can operate comfortably
in close confines for much longer than humans. Their eyesight is keen in poor
light: a side-effect of an almost entirely subterranean existence and their thick-
skinned, hairy bodies are quite tolerant of the cold.

Unlike most Abhumans, Squats retain some of the potential for psychic power
inherent in normal humans. In Squats, however, it makes itself evident only after
many decades, even centuries of life, and rarely results in as potent psykers as
humans have been known to produce.
Squats AppearanceEdit

The average Squat stands about 1.3m tall, but is broader and thicker-set than a
human. Their limbs and torsos are thick and muscular, with dense, compact skeletons
at the core. However, the defining trait that many notice first is the beard. Squat
males are universally bearded (this is not the case with Squat females), and all
Squats have a lot of thick body hair in general. This is to help them remain warm
in cold conditions, such as those once found on their homeworlds
Squats as PCs

Squats are resolute, almost stubborn, and rarely forget even the most minor slight.
The strong work ethic bred into them by generation after generation of working in
cramped mines, forges and workshops means that Squats are culturally very close-
knit, and trust is an important virtue for Squats. Betrayal and deception, then,
are some of the worst failings, and Squats do not react kindly towards those who
have betrayed them or wronged them in any way. The greatest of these racial grudges
are those against the greenskins, a foe faced on many millions of occasions, and
more recently, the Tyranids, who dealt such a blow to the Squats that the only way
to see them ended was the destruction of the Homeworlds � so unwilling were the
Squats to yield their homes to such a relentless invader that they deliberately
overloaded the vast geothermal and plasma reactors at the heart of each Stronghold,
cracking the planet and flooding the mines with searing plasma.

Squat player characters are survivors of this shattered race, now hidden amongst
the masses of mankind. Their naturally direct, tactless demeanour has been soured
further by hatred and a lust for vengeance, making them variously morose, irritable
and needlessly aggressive. However, their devotion to a worthy cause � some task or
goal to direct their hatred and anger towards � and their sheer resilience of body
and mind, make them valuable assets for those Inquisitors who choose to employ
them.

Characteristics
WS 2d10+25
BS 2d10+20
Str 2d10+20
Tgh 2d10+25
Agi 2d10+15
Int 2d10+20
Per 2d10+20
Will 2d10+20
Fel 2d10+15
Wounds 1d5+9

Fate
d10 1-4 5-7 8-10
Fate Points 2 3 3

Squats Careers

Squats may take the following Career Paths:


Adept

Scholars and record-keepers are important to Squat society, especially after its
destruction, to maintain their traditions and hold on to their past.

Arbitrator

Squats have a strong sense of justice and an eagerness for vengeance that seems
unhealthy at times. On those worlds where they've settled, Squats have been known
to work as enforcers in order to make use of these talents.

Guardsman

The Squats are proud, tenacious warriors, and their culture died fighting. Many
Squats become mercenaries, PDF troopers or even join Imperial Guard regiments in
order to continue their people's warrior tradition.

Scum

Some Squats simply fail to integrate into human society, and become outcast,
wandering and living hard lives on the bottom rung of civilisation. Some thrive,
while others seek a way out of such a life.

Tech-Priest

Though not actual Tech-Priests, Squat Engineers are similar in many ways. Their
understanding of technology is much more practical and straightforward, and they
lack almost all of the superstitions of the Adeptus Mechanicus, but the technology
they use, and the ways they use it are generally quite similar.

Squats Skills

The Squats were isolated from Mankind for so long that they developed an entirely
distinct culture, complete with its own language, with local variants existing for
each League. All Squats have the Speak Language (Squat) (Int) and Speak Language
(League Dialect) (Int) skills.

Squats Traits

Squats gain the following traits. Record all of these on your character sheet.

Grudge-bearers

Squats rarely forget even the most minor slight against them, and the gravest
wrongs done to them result in hatred and loathing. Few beings have done such
terrible things to deserve such enmity, but two have � the Greenskins, and the
Tyranids. For these two species, the Squats reserve their purest detestation.

Benefit: All Squats have the talents Hatred (Orks) and Hatred (Tyranids).

Sturdy Form

The Squat body is a solid, stable form, able to support heavy weights without
difficulty.

Benefit: A Squat counts his Strength Bonus as twice its normal value for the
purposes of lifting and carrying (see page 215 of the Dark Heresy rulebook).

Machine Savvy

Squat technology is quite advanced, often beyond anything the Adeptus Mechanicus
can produce, and the Squats themselves do not treat it with the superstitious
reverence common in the Imperium, but rather with a pragmatic and straightforward
eye. All Squats are at familiar with a wide range of machines, and their irreverent
understanding of them is often shocking to humans.

Benefit: Squats treat the Tech-Use (Int) Skill as a Basic Skill.

Harrowing Past

The myriad Leagues and Strongholds of the Squats are destroyed, and not long ago.
For most Squats, the destruction of their civilisation is still a recent and
painful memory that haunts their nightmares.

Benefit: Squats start play with 2d10 Insanity Points and the Mental Disorder
Horrific Nightmares (Minor).

Squat Equipment

NOTE: A Squat PC may only take ONE of these items in their starting package, the
quality is determined by the GM. Quality can be brought up through a variety of
means, ultimately at the GMs discretion.

Squat technology is complex and unfamiliar to non-Squats. Any non-Squat receives a


-30 to any test to repair or enhance them, and halves any bonus from tools or
workspaces.

Squat Exo Armour

Covers: All AP: 9 Special: Powered Cost: N/A Availability: Unique

Made of thick armoured plates of a material unknown to all but the squats, and
powered by crystalline fibres, these suits of armour are a thing of legend amongst
collectors. The protection offered is paramount, and each suit is lovingly crafted
by a master artisan. Sadly, with the fall of the squat homeworlds these suits have
nigh on disappeared.

Gorgon Tri-Bolter

RoF: 3/6/9 Dmg: 2D10 X Pen:6 Range: 30m Special: Tearing, Reliable Cost: N/A
Availability: Unique

Smaller than an average bolter, indeed in a human hand it would appear as a bolt
pistol. This three barreled weapon is a lost secret of the squats, and a relic of
the dark ages of technology. Not known for their stealthiness, a loud gun that
shoots three explosive rounds symbolizes the squat empire in its prime.
This wonderful artifact, like the exo armour, is believed to be a myth by all but
the most fanatical collector.

Squat Grudge Axe

Dmg: 2D5+8 Pen:8 Special: Power Field, Unbalanced Cost: N/A Availability: Unique

On First glance these axes look like double sided battle axes out of a fantasy
novel. However when activated the blades hum with a crackling power field. The
detailed craftsmanship on the hilt and blade is painstakingly intricate, each
carving the name of a grudge the squat has redeemed.

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