Necromunda Squats

The planet of Necromunda has a small squat population. These squats although not full citizens are afforded the same rights as any other abhuman, i.e. to not be arrested for being a squat. It has been known for squats to turn up in house Van Saar gangs. It has also been known for squats to form their own gangs. These gangs are frequently outlawed and almost always under suspicion but due to the squats natural stubbornness this doesn't tend to stop them.

Lawful: A squat gang start off lawful, with five territories, trading at the standard trading post etc. They are not Outlanders.
Under Suspicion: The authorities are always suspicious of squat gangs, for this reason several special rules apply. The squat gang only gain half the usual income from working it's territories. Any modifier on the outlaw table which varies between positive and negative is always considered negative. The gang must roll on the outlaw table after each game even if they are not reported. If the gang is reported then they must roll on the outlaw table twice and accept the lower result. If the squats are outlawed they have a guild price as normal, if this is payed off they return to legal status but are still Under Suspicion. If the squats roll a deputised result on the outlaw table they are not deputised but are no longer Under Suspicion. If they roll a deputised result when not Under Suspicion they are deputised as usual.
Hired Guns: The squats can hire any hired guns they can afford with the exception of bounty hunters. Bounty hunters will not work for a gang which is Under Suspicion.
Settlements: There are not many squats on Necromunda. To represent this settlements do not provide squat gangs with juves.

Squat Leader Cost to hire: 195 credits
M WS BS S T W I A LD Exp.
Squat Leader
3
5
4
3
4
1
3
1
10
60+d6

Weapons: A squat leader may select weapons from the, pistols, hand to hand, basic, special and grenades and shells lists.
Special Rules:
Leader: A squat leader may always test to escape pinning whether there is a friendly model within 2" or not. Friendly models within 6" may use the squat leaders Leadership score when taking tests.
Hatred: Squats hate Orks and Gretchin.

Squat Heavy Cost to hire: 95 credits
M WS BS S T W I A LD Exp.
Squat Heavy
3
4
3
3
4
1
2
1
9
60+d6

Weapons: A squat heavy may select weapons from the, pistols, hand to hand, basic, special, heavy and grenades and shells lists.
Special Rules:
Stubborn: A squat heavy may always test to escape pinning whether there is a friendly model within 2" or not.
Not Encumbered: Due to their stocky build squat heavies are not encumbered by heavy weapons and do not suffer the -1 WS penalty for having them. Move or Fire weapons are still Move or Fire.
Hatred: Squats hate Orks and Gretchin.

Squat Ganger Cost to hire: 80 credits
M WS BS S T W I A LD Exp.
Squat Ganger
3
4
3
3
4
1
2
1
9
20+d6

Weapons: A squat ganger may select weapons from the, pistols, hand to hand, basic and grenades and shells lists.
Special Rules:
Stubborn: A squat ganger may always test to escape pinning whether there is a friendly model within 2" or not.
Hatred: Squats hate Orks and Gretchin.

Squat Juve Cost to hire: 40 credits
M WS BS S T W I A LD Exp.
Squat Juve
3
3
2
3
4
1
2
1
8
0

Weapons: A squat juve may select weapons from the, pistols, hand to hand and grenades and shells lists.
Special Rules:
Juve: Like all juves, squat juves become fully fledged gangers when they get over 20 experience. In the case of squats this includes gaining the Stubborn ability.
Hatred: Squats hate Orks and Gretchin.

Experience
Squats gain experience in the usual way gaining advance rolls at the following experience levels:-
6, 11, 21, 31, 41, 51, 61, 81, 101, 121, 141, 161, 181, 201, 241, 281, 321, 361 and 401.

Once at 401 experience they cannot advance any further. Advance rolls are made on the usual table. Squats may choose skills according to the following table.

Agility Combat Ferocity Muscle Shooting Stealth Techno
Squat Leader Never Yes Yes Yes Yes Yes Yes
Squat Heavy Never Yes No Yes Yes No Yes
Squat Ganger Never Yes No Yes No No Yes
Squat Juve Never Yes No No No No Yes

N.B. No squat is ever allowed to take agility skills, even if a 2 or 12 is rolled on the advance table.

Squats have the following maximum stats.
M WS BS S T W I A LD
Squat 3 7 6 4 5 3 5 3 10


Rules written by Gaius Wilson.


There's not much fluff on this page, for more information on squats try SPoKOS.

1