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.
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