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    SQUATS

    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.

    -Warlord Hargir son of Brond, Gruben Stronghold

    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.

    -Engineer Sindri, Massunich Lodge, Engineers Guild

    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

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    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 HOME WORLDS

    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.

    THE HISTORY OF THE SQUATS

    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, didthese 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

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    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.

    SQUATS AND THE IMPERIUM

    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.

    Commit to: Imperial Record SQWI7/251

    Inquisition INR 42/309

    Cross file to: Early Colonies AE

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    Human Mutation RC

    Lost Technology AM

    Planetary Ref: Terlaken B3 Svyz system

    Input Ref: Inquisitor Keeler 32/4701

    Input dated: 5709722.M34

    Input clearance: Rogue flader Dausen

    Thought for the Day: Watch for the Mutant

    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.

    - the historic communication which heralded

    the rediscovery of the Squat Homeworlds.

    SQUATS AND CHAOS

    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.

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    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 astainted and genetically impure, and the Admiistratum will not generally post Squat troops to areas where they

    will be in close contact with Marines.

    THE ENGINEERS GUILD

    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.

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    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

    Squat forces may be found on the battlefield in a number of circumstances.

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    They may be serving with Imperial Guard forces or the forces of a Rogue Trader, to take part in an Imperial

    conflict as part of their Home Worlds' tithe of service to the Imperium. As well as using single Brotherhoods to

    fight alongside other Human and Abhuman troops, the Imperium uses complete Squat armies to impose its will.

    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.

    Regardless of the circumstances, the Brotherhood organisation remains the same.

    There are four main troop types in any Squat force: the Hearthguard, the Brotherhood, the Engineers Guild and

    Living Ancestors.

    WARLORD AND HEARTHGUARD

    To guard against the misuse of Brotherhood troops by unscrupulous stronghold Lords, a Brotherhood force is,

    always led by a close relative of the Lord, known as theWarlord. Under his personal command is a unit of the

    Hearthguard, drawn from the Lord's loyal retainers, who form an aristocratic class in the stronghold.

    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.

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    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.

    The Book of Grudges

    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.

    Infantry and Cavalry

    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.

    Fast units and field artillery.

    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.

    Flyers, Tunnellers and other marvels from the Guild

    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

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    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 "ber-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 Guildmasters 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 armys 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 Moraletests, 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.

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    Carapace Armor: Carapace armor is made from large plates of Armaplas molded to the wearers body. It is usually

    very heavy, but this doesnt 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 vehicles 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 weapons 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 mayinstead 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.

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    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 Squats 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 vehicles 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 Lords 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, thenthe 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.

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    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.

    Relations with the Imperium

    The Imperium first encountered the Squats during the age of reunification called the Great Crusade as theEmperor'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.

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    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.

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    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.

    Age of the Imperium

    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 consideredtoo 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

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    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

    Leagues were groups of Squat Strongholds which worked together for a

    common purpose- usually mutual defence- trade or dealings with the

    Imperium. Leagues varied greatly in size, the smallest consisting of

    four Strongholds and the largest consisting of over three thousand.

    The League of Thor was the most powerful and influential, including

    over 300 strongholds. The League of Norgyr was the league closest to

    Holy Terra.

    A League usually encompassed the Strongholds on more than one planet.

    There were around 700 Leagues at the time of the Squat extinction.

    Each League was led and dominated by a single Stronghold. As some

    Leagues were virtually nations with distinct cultures, Squats often

    identified themselves with the League their Stronghold belonged to.

    The Squats had a strong sense of mutual preservation, as it had been

    known for rival leagues to go to war with each another. Such occasions

    could lead to lasting enmity, as Squats were inclined to remember

    deeds of infamy for many generations. The League of Thor and League of

    Grindel fought an unusually bitter war around 2,000 years ago when

    settlers from both sides clashed over the exploration of the Lost

    Stronghold of Dargon. The war that followed resulted in the destruction of several Strongholds and many key

    victories for the League of Thor including the capture of two other Leagues. Peace only came with the huge Ork

    invasion of Grunhag the Flayer which obliged all the Leagues to unify against their mutual foe. Although the war

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    ended with the rout of the Orks, the two Leagues remained distrustful rivals and both sides considered the other

    side owing them debts of blood and honour.