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40k Squats
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You are currently reading a thread in /tg/ - Traditional Games

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The poor bastards. Eaten by Tyranids as easily as one would erase a stick figure. And everyone can still see the grey splotch on the paper they left behind.

So recently, I've been trying my hand at a Squat redesign. Something I'd personally like to see brought back into the 40k setting. But obviously, not every player would paint or style their army the same way. Your Dudes, and all that. My Dudes, for example, carry a western theme. Squats cast out of the Galactic Core by the greenskin and the nid – countless dead in the wake of xenos invasion and rampant heresy, and those left forced to struggle on through the war-torn and violent frontiers of the perilous Core, pariahs and outcasts of the Imperium.

Plus I just like the idea of cowboy space dwarves. But I want to know what your Squat redesign would be like. How would you like to see them brought back into the 41st Millennium? Show me your fluff and crunch, your writefaggotry and drawfaggotry. Show off your space dwarves, /tg/.
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>>44154747
Little bits I wrote some time ago

>DEMIURGES

>Yes, problem is it is difficult to characterize them beyond fantasy dwarves but in space

>If I had to do it I'd try to push the aspect that dwarfs turn to stone somehow (kind of like a reaction to psychic powers and time)
>I'd try to give them a set of technology a bit different from the imperium, for example drilling projectiles to fight in dense areas, or sticky grenade launchers, very strong but take time to explode and can be set on terrain as traps for later, guided fire throwing "missiles" and compressed vibrating air shotguns to pulp people inside their armour or to move easily trough cover just to name a few
>Their grav tech does not make things heavier but cause gravity to "change polarity", meaning that big stuff will likely be thrown up in the air, grav tech also used to make infantry walk on various surfaces, even upside down
>Laser is more short ranged but has more armour piercing power (developed from orbital mining lascutters)
Ion technology

>On the vehicle and overall armour design I'd go for round surfaces with concentric inscriptions and decorations, kind of ovoidal, walkers, anti gravity or multiple pairs of treads, no wheels, even for bikes
>Their structures are not covered in many weapons, but usually house very powerful ones

>Psykers are there, but as mentioned turn to stone and use their powers to alter the battlefield, influence terrain or power up/incapacitate machines

>They don't have power armour like space marines, their equipment varies from jackets with repulsor fields to big treaded or multiple legged suits
Servo-arms are common, even for some normal infantry, to charge weapons, hold the oversized ones in place or act as stabilizers for recoil
>Mostly move with closed helmets with visors like compound eyes or slits, and complex rebreathers (to make the beards less obvious)
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>>44155104
>But apart from design, as I said, it's difficult to characterize them as a race in the setting, beyond space dwarfs

>Warp travel is achieved thanks to a biomechanical elements covering their ships that react in the same way as them: Turns to crystalline squared rock-like structures as defense mechanism in contact with the warp, whether the effects are permanent or temporary it depends
>they basically break in and out using force and endurance rather than concentrating on creating a safe environment in it, the same difference between a man who wears furcoats to resist the cold and a man uncaring of pain and cold who grows resistance to it
>Dwarfs may get tougher when target of psychic powers (it's in place of the deny the witch: It's an easier roll that may increase the toughness of the squad for the effects of the spell, the turn, or the entire game)
>The same biomechanical compound may be used as a constricting weapon against psykers

>They do have teleporting tech but they only use it for objects, bombs and projectiles

>"people are not meant to disappear like that" they think who arrives at the end of the teleporter is not the same who entered

>Teleport is used only by the not!slayers, because they consider themselves already dead, slayers have in fact numerous rocky outgrows due to the warp nature of teleports

>The square crystalline rocky outgrowths offer a visual contrast to the rounded equipments

>The great majority of their tech is not linked to the brain, it's not healthy they aay, but is instead activated by voices, from an outside perspective they look like constantly grumbling while they are speaking to the artificial intelligences of their equipments

>The rebreathers makes them look like smoking to a misinformed observer

>squats are an abhuman race born from the interactions between human miners and the alien demiurgs culture-wise, rest is convergent adaptation
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>>44155104
>>44155121
Cool beans. I didn't give much though to Squat Psykers. I always imagined abhuman psykers would be first on the chopping block for the Astronomicon.

But I guess Demiurg don't have to worry about that from the Tau. If you had to shorten them down to a few units on the Tau army list, what would you want to feature most of all?
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>>44154747
They're still in the setting, they just no longer have an army. 7e retconned their nomming. They were lost via paper work fuckup.
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>>44155439
Thought I heard that. Still interested in what you guys would do with a Squat Army if they had a large enough population for one again. Or if you would alter the events of their nomming at all.
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>Heavy breathing
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>>44155789
You alright there?
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>>44155789
>Heavier breathing
It's him.
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>>44155354
technically demiurgs are already canonically independent from the tau empire, they only have an open exchange of resources (ion tech comes from them)

if I had to create a smallish group of units I'd go with
-psyker with psyker related tech and equipment (teleporting grenades and "runes") dedicated to having control over the sorroundings (stuff like making movements and covers worse for the enemy or better for the demiurgs, up to turns timed bomb that can destroy a baneblade if well placed)
-not!slayer close combat mad guy
-basic unit n1: medium-light armour, repulsion fields and grav jackets, mid-close weapons
-basic unit n2: medium-heavy armour, repulsor fields and servo-arms, heavy longer ranged weapons
-multiple legged walkers-exoskeleton armours, a bit smaller than dreadnoughts, close combat specialists, drilling equipment for helping units arrive from reserves
-heavy transport tank (land raider size) mix of grav and walker (the legs are used for when it has to fire the big gun), small transport capability (one 9-10 dorfs squad) multiple indipendent turrets (4?) with drilling projectiles and\or flamer-missiles on the sides plus a very big gun on top of it, can only fire the latter when stabilized with legs
-"bikes" actually forming squads up to 2 fast grav skimmers slighly bigger than a land speeder, look like long harley davidsons with a sidecar, the sidecar can house a small spot for transportation (5 guys of the lighter infantry) or be used to hold a tank hunter turrett. despite not being a flyer should be intended to hunt them too occasionally

2 characters
1 light infantry
1 heavy infantry
1 monsters squad
1 fast vehicles squad
1 heavy tank

too big?
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>>44155939
Maybe, but I won't say no to unit diversity.
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>>44155939
Too big. Keep the slayers so the Tau have some melee midgets. You could even merge your slayers with your psykers, so you get muscle wizard dwarves who are slowly petrifying themselves into golems every time they go to battle.
You don't really need to add any other infantrymen unless you had another unorthodox fighter. Tau are shooty enough. Maybe two vehicles An exosuit of their own to contrast Tau mechs is a good idea. I'm not sure what I'd pick between bikes or another tank.
Thread replies: 12
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