Ork and Squat Warlords (1992) Chaos Lore

MolotovKraken

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Apr 18, 2024
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SQUATS

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When humans first began to explore the galaxy some of the earliest colonies were settled on the worlds towards the galactic core. At that time the mineral resources of the galactic centre were a rich prize, and thousands of specially adapted mining spacecraft set off to harvest the vast wealth of these inner planets The galactic core is characterised by extremely ancient suns which are dim in comparison with the stars of the spiral arms. Around these ancient stars orbit huge, rocky worlds, rich in minerals but in all other respects barren and lifeless. With very low levels of daylight, and extremely high gravity, these worlds are grey and cheerless, and inhospitable to life.

The original settlers were miners, and they dug homes for themselves in the rocky landscape, creating self-contained communities out of exhausted mines. To feed themselves the miners constructed hydroponic tanks to grow nutritious algae which could then be eaten or processed, and the communities quickly became self-supporting The high gravity and extremely harsh environment gradually changed the humans that lived there. They grew tougher, more resilient, and they also became shorter and squatter. This process took several thousand years, and during that time the new race began to develop its own cultural identity. When the galactic core was temporarily cut off from the rest of human society by warp storms, the inhabitants banded together into an independent confederacy which they called the Homeworlds.

It was about this time that the short, stocky race became generally known as Squats, although they are also called Dwarfs and many of them prefer this term. During this period of isolation the Homeworlds withstood all kinds of trials, from Ork invasions to the rampages of Chaos, environmental disaster and even internal war between the Squats themselves. The early settlements were enlarged and fortified to turn them into impregnable strongholds. With Earth and other sources of technology denied to them, the Squats had to develop their own alternative technologies using local materials and sources of energy. As they invented and re-invented machines to keep them alive, the Squats acquired considerable expertise. This gathering of knowledge lead to the creation of the Engineers Guild - a body of individualistic warriors whose technical expertise would provide future Squat armies with many of their most successful weapons of war.

The Squat Homeworlds have remained independent ever since, and have fought their own wars against Orks and Chaos. On occasions Squats have also fought the Imperium and Eldar, but by and large the Squats prefer to fight on the same side as humans and have no particular source of dispute with Eldar. The Squats need to trade in order to acquire items not readily available on their own worlds, and so they prefer to remain as neutral as possible. Sometimes Squat Strongholds fight each other over points of honour or valuable mining rights but such wars are usually shortlived, being brought to a halt by the invocation of ancient laws or the intercession of other Strongholds. The Homeworlds rely on the Imperium for most of their trade, but they also trade with the Eldar and have even traded with Orks in the far distant past.

The Squats hate Orks with a passion ever since the ravages of Ork Warlord Grunhag the Flayer, whose surprise invasion cost many Squat lives and wiped out several ancient Strongholds. Even today, thousands of years after the invasion, the Squats send out expeditions to try and uncover lost remnants of Strongholds believed destroyed by Grunhag’s horde. An epic ballad called The Fall of Imbach reminds younger generations of Squat warriors of the heroism of the Squats in those dark times and the foul treachery of the Ork invaders. Squats are hard-working and stubborn. They are an honourable people who take great pride in paying their debts and keeping their word, This means that they are reliable allies but very dangerous foes. If a Squat gives his word to do something he would willingly die in the attempt. Squats have two characteristics which some humans find difficult to understand,

Firstly they are very materialistic. Squats will work hard to acquire money and possessions, and the more important a Squat is, the greater his treasure hoard will be. When he dies his possessions are divided amongst his family and so passed on from generation to generation. A family’s treasure is held very dear - it is both a source of wealth and a tangible link to its honoured ancestors. The second quality which many humans find hard to understand is the Squats’ over-riding obsession with vengeance and honour. Should a Squat be slain his family is honour-bound to avenge his death, while any harm done to one family member by an unrelated Squat will bring the whole family together to exact vengeance. Squats stick together and never forget a slight no matter how trivial or unintentional. Their stories and legends abound with examples of lone warriors battling to the death against impossible odds for their family’s honour or of individuals returning from apparent death or dishonour to exact lasting and bloody revenge on their foes.

The Stronghold is the basis of Squat civilisation. A planet might have several strongholds but rarely more than half a dozen. The warriors from a Stronghold are its Brotherhoods - so called because of their close blood relationship and ties of vengeance-rights. Strongholds sometimes band together into temporary alliances called Leagues. The leader of a Stronghold is called its Lord. The leaders of a Stronghold’s Brotherhoods are called Warlords, and are usually close relations of the Lord. In battle each Warlord is accompanied by a Brotherhood, as well as his own personal bodyguard or Hearthguard. When several Strongholds from a League fight together a Grand Warlord is elected to lead the combined forces for the duration of the campaign. Election as a Grand Warlord is one of the ultimate accolades for a Squat warrior and is normally bestowed on the most honoured and revered Warlords. The Grand Warlord leads a disciplined and well armed force mostly made up of Brotherhood Warriors, but which includes fearsome weapons of war developed by the Engineers Guild.
 
The Engineers Guild is a powerful part of Squat society. Its knowledge and experience is legendary and its leaders hold many engineering secrets. Some of the human Technomagi of the Adeptus Mechanicus believe that the Squats have already learned the secrets of stable warp fission, by which the energy of warp space is flared off to produce limitless supplies of energy. If this is true then the Guildmasters guard their secret well, considering it too dangerous to use. The Guild has already developed the most advanced form of propulsion for spacecraft: a neoplasma reactor powered by a warp-core held in thrall by a containment field of zero-energy. No other race has ever replicated this drive mechanism, the Adeptus Mechanicus having given up their experiments with warp-core technology ever since the infamous Contagion of Ganymede. Of course, the Squats produce many more conventional machines too, including airships, gyrocopters, and gigantic armoured crawlers. All of these machines reflect the landscape of the Squat Homeworlds, where isolated Strongholds are separated by many miles of hostile territory. Shale deserts and chromium drifts, soaring rocky pinnacles and sheer glass-sided crevasses are typical topography on the Homeworlds. To cross this tortured landscape the Squats have huge Land Trains - multi-tracked monster vehicles towing powered track-cars of ore, supplies, or living quarters. These powerful vehicles have heavy tracks which can support these vast machines on the uncertain ground surface.

All of these Land Trains are armoured to survive meteor showers and violent electrical storms. Many carry weapons and are used by the Squats as armoured battle stations, mobile versions of their Strongholds, able to survive in isolation in a hostile world, The largest of the vast machines built by the Squats is the Colossus, which is also made for the Imperium in a version called the Leviathan. These are really big machines, with exceptionally thick armour and crammed with powerful weapons. Both Land Trains and Colossus are slow moving, and to scout the way ahead and check for enemy movement the Squats use gyrocopters and airships. These flying machines are the eyes and ears of the sluggish convoys, providing the essential information about troops movements or possible ambushes for the Squat ground forces As you choose your cards keep a running total of their points values and make sure you do not exceed the agreed value for your army. There is no obligation to buy the whole allowance of a special card and five support cards for every one of your company cards. You will have to decide how much support you need to take according to your battleplan and the enemy you are fighting.

Squat forces often fight alongside the Imperium and the Eldar against common foes such as Orks and the minions of Chaos. The Squat Homeworlds also have a number of treaties and agreements with the Imperium to supply forces to fight in the Imperial crusades in exchange for trading and mining rights on conquered worlds. The Imperium reciprocates by supplying Space Marine forces and Imperial Guard regiments to battle in defence of the Homeworlds if they come under threat. Squat mercenaries are renowned throughout the galaxy for their tenacity and reliability, making them much sought after by Imperial planetary governors. To represent this you can choose a mixed force containing Squats and any other races apart from Orks or Chaos. Company cards can be chosen with their own support and special cards as usual but you can’t choose, for example, Space Marine support cards for a Squat company card or a Squat special card for an Eldar War Host.
 
LIVING ANCESTORS

Squats typically live for about 300 years but a small percentage live longer. If a Squat survives to see his four hundredth year his longevity is greatly increased and he can expect to survive to the age of eight hundred or more. The tiny proportion of Squats that live to such great age are treated with enormous respect and become known as Living Ancestors. As the Living Ancestor grows older he starts to develop potent psychic powers, often of a protective or precognitive nature. Psychic powers are virtually unknown among normal Squats so they are another factor which makes Living Ancestors doubly venerated. These psychic powers come from their spiritual closeness to the dead ancestors of their Stronghold, which they tap as a source of psychic energy.

The Living Ancestor’s protective psychic powers give all Squat stands within 25cm a psychic saving throw of 5 or 6 on a DO against Ork Weirdboy psychic bolts, Eldar Warlock powers, Space Marine Librarian powers and Chaos Daemon spells. Living Ancestors are venerated as tangible members of the group of ancestor spirits which watch over the Stronghold. Their long lives have filled them with wisdom so they are their Lord’s most respected and trusted advisors. On occasion a Living Ancestor accompanies a Warlord into battle to advise him on the best plans to bring victory.