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SQUAT GANG

Though the Imperium disapproves of abhuman, advising or labouring as indentured servants in


or mutant races living in the hive cities of their the factories of the Van Saar. House Escher has
empire,a few do slip past the rings of security also given asylum to Squat refugees over the
and take up residence in the hive, and on the years. Now at first, this doesnot seem logical,
planet and in the hive cities of Necromunda. considering the contempt that this house has for
These aliens arrive here legally, and illegally, for males, in general, and the pitiful genetic state of
many reasons and many purposes. It is easy for their own males. When viewed more carefully,
an abhuman to disappear from a trader=s the Squat race and the Eschers are perfectly
vessel, docked in one of the many on planet counterbalanced. The technical and ferocity of
spaceports on Necromunda. Staying invisible is the Squats are matched by the grace and deadly
more difficult. The abhuman is obvious in the beauty of the gangers of the only female house.
xenophobic society that is the hive. It is much A grudging respect is held between the two. The
easier to stay invisible in the Outlands, where successes of the Squat race make the
survival is more important than ethinic purity, and weaknesses of their own males even more
is possible in the hives itself, but only with the loathesome. Thus, Squat agents may be seen
patronage of a ruling house. from time to time improving the technological
abilities of House Escher. (I feel I should
Representitives of the Squat Strongholds trade confess here that Escher babes looks great
with the Imperium on a regular basis. The Squat riding on the back of my Guild Engineer bike
race is one that is seen in the spaceports of squads. Ya can=t have bikers without biker
many Imperium planets and Squat brotherhoods babes!)
have fought many battles along side of Imperial
Guard units to repell alien invasions. The Individual Squat Engineers, or
Squats prefer their own kind to normal humans reprsentatives from the the other Sqaut trade
and are not seen moving freely and scoializing guilds, are seldom seen as part of a house gang.
within the hive cities. Colonies of Squats would Rather, a gang would be seen escorting a small
never be establihed within Necromunda, anyway entourage of Squats from place to place. Squats
because of the xenophobic ways of the do exist in the Outlands, in specific cases. There
Inquistion and the Redemption. Yet, inspite of are Squat Prospectors exploring the wastes for
the best efforts to purge the hives of all mutants, gems or ore. These are freelancers and not
small gangs of Squats still exist in the hive, but under any house protection. A Squat gang will
mainly in the recesses of the Outlands. be based out of a workshop, most likely, perhaps
heavily involved in some ground-breaking
Squats found in the Necromunda game research, or just patching house machinery as
exist at the leisure of two houses. House Van fast as it breaks down.
Saar- the most technological of all of the houses-
covets the technical skill of the Squat race.
Members of the Engineer=s Guild may be found
A Squat gang starts with three territories, one
of which is auotomatically a Workshop, under the Our gaming group likes the Squat gang rules,
patronage of a Necromunda House. The Gang mostly because it is different, and we get to
itself is not the actual engineering team itself, but make >short= jokes.
is the muscle that guards the Workshop.
These are the changes that would be necessary
New scenarios for Squat Gangs will be to adapt Squats into Necromunda. Squat Gangs
the subject of another article, at another time. follow all regular Necromunda rules, otherwise.

I have to thank Ed Etkin of the Gates of Fenris GANG LEADER


website and Jervis and Andy=s Rants and Raves Cost to recruit: 135 credits
for this latest revision. I have had the conversion
written for a couple of months, but this preamble M WS BS S T W I A Ld
came about after reading about conversion of 3 5 4 3 4 1 3 1 10
the Warhammer 40K races into Necromunda. I
hope that this introduction will be logically sound, Weapons: Hand to hand, Pistol, Basic, Special,
and add an alternative storyline to the game, and Heavy Weapons, and Grenades.
the proper justification to introduce the Squat Squat gangs may only have two Heavy
race there. Weapons per gang, though any ganger may use
SQUAT GANG
them. This includes a Heavy Weapon used by JUVES
the gang leader. Cost to recruit: 40 credits

GANGERS M WS BS S T W I A Ld
Cost to recruit: 80 credits 3 3 234 121 8

M WS BS S T W I A Ld SPECIAL RULES
3 4 334 121 9
Resilent. Miner are remarkably resilent to injury
Weapons: Hand to hand, Pistol, Basic, Special, by poison- by ingestion or the inhaling of gases.
Heavy Weapons, and Grenades. If a Squat goes out of action due to poison, roll
Squat gangs may only have two Heavy twice on the Serious Injuries Table and the
Weapons per gang, though any ganger may use player chooses which result will apply.
them.

Encumberance. A Squat is used to moving great


loads or heavy equipment. To represent this, all
Squats are considered to have the Heavy Skill. CHARACTERISTIC INCREASE
In addition, Squats do not have a penalty for
fighting in hand to hand combat while carrying a M WS BS S T W I A Ld
heavy weapon. maximum value 3 7 6 4 5 3 5 3 10
Squats can wear carapace armour with out any
Initiative penalty. SKILL TABLES
SQUATS Ag Cmbt Fer Musc Sht Stl Tech
Juves do have the Heavy Skill but are not issued Juves - - x - - - x
heavy (or special) weapons. When a Juve Gangers - - X x - - - x
recieves the Special Skill, the Heavy Skill is Leaders - x x x x - x
gained, as well, and the Juve may be issued
heavy weapons. TERRITORY TABLE

Nerves of Steel. All Squats have the Nerves of Territory


Steel skill. Reroll if this comes up on the skill Income
chart. 11-15 Wastes 0
16 Chem Pit 2d6
21-25 Slag 15
SPECIAL EQUIPMENT 26 Mineral Outcrop
d6x10
Squat gangs may purchase Flak Armour at a 31-33 Tramp Freighter
cost of 15 points per model during initial creation, d6x5
but not at any other time, except as the rules A Squat Trader lands in an improvised

SQUAT SKILL TABLES


House Agility Combat Ferocity Muscle Shooting Stealth Techno
Cawdor - Y Y - - - -
Delaque - - - - Y Y -
Escher Y Y - - - - -
Goliath - - Y Y - - -
Orlock - - Y - Y - -
Van Saar - - - - Y - Y

allow. This represents the fact that Squats are spaceport nearby, picking up goods and
not native to the hive worlds and have brought delivering supplies. Roll a d6; on a >6= a young
some of their own gear with them. Squat Flak Squat jumps ship and joins your gang.
Armour does not fit anyone else but Squats.
SQUAT GANG
34-36 Mine Workings 56 Power Cable Tap
d6x10 Special
41-42 Tunnels 15 Roll a d6. On a roll of 1-4 it provides 5
43-44 Old Ruins 5 credits= worth of energy. A roll of 5 provides
45-46 Rad Zone d6x5 credits= of energy. A roll of 6 provides
0/2d6 d6x10 credits= worth of energy.
51-55 Old Ruins 5
61 Commlink Hack ganger does not have to work this territory to
Special receive the income; any additional gangers
Your gang has managed hack into a fiber helping out receive the extra credit bonus.
optics line and can monitor the hive=s computer
traffic to a limited extent. Roll a d6. On a roll of A Squat Gang that has the choice of
1, you get no usable information. Worse, there is capturing a territory, will automatically take a
a chance that the tap may have been Workshop, and it will function as a Squat
discovered. Roll another d6; if you roll another Workshop.
1, you barely have time to shut down the tap
before the authorities raid your territory. Cross The loss of a Workshop is a disaterous
this territory off of your list. for a gang. The Arbites have raided the place
and have arrested your contacts, and the Squat
On a roll of 2-5 you hear a good Rumour Engineers that were operating it. The Squat
and may use it according to the Rumour result gang in now officially outlawed, and suffer all
on the Outlaw Trade Table. On a roll of 6 your penalties for that status. The acquistion of
gang gets some information that they can sell additional Workshops can guarantee the gang a
for d6x10 credits. safe place to hole up, in case of future troubles.

62 Slag Heap 15 The gang uses the regular income table


63 Guilder Contact out of the Source Book to figure the gang=s
d6x5 income. With the loss of their last Workshop, the
A local Guilder is impressed enough with gang uses the Outlaw Territory Table for it=s
your techno abilities to risk dealing with aliens. single hidey hole, and follows the appropriate
He will only offer d6x5 credits to you because of rules.
the risk of discovery. Every time your gang
works this territory, roll a d6. On a >1=, the An interesting variant for Squat gangs
authorities are watching him, and you receive no would be to allow them to become hired guns for
income from this territory this trip. any Van Saar or Escher gang. The hire rate
would be the ganger=s rating divided by 10,
64 Spore Cave rounding up. This would give dispossed leaders
d6x10 and disbanded gangs a reason to stick around.
65 Archotech Hoard
2d6x10 Another variation would be to allow the
66 Favour from Patron Squat gang to hire human juves on in addition to
Choose Squat juves. Again, this would be limited to
House Van Saar-of course- and House Escher.
The Workshop gives the gang an income The recruit would have the same profile as a
of d6x10 as a base. Every ganger that stays to human juve, but use the Squat table for
work it adds another d6 to the roll. For example, advancement.
a Workshop with two gangers assisting would
have an income of d6x10 plus 2d6. Note that a
Squat Gangs are considered to be GW Archive service.
Outlaw gangs but do not suffer the penalties for M WS BS S T W I A Ld
starvation, like other Outlaw gangs. Any House 4 3 3 3 3 1 3 1 7
gangs caught hanging around with mutants...
well, you know the drill.

I recommend the adventurer, pirate,


guildmaster, or biker Squat figures to represent
your gang. These may be ordered through the
SQUAT GANG
HAND-TO-HAND WEAPONS GRENADES AND AMMO
Sword 10 creds Bolt 25 creds
Chainsword 25 creds Dum-Dums 5 creds
Club/Maul/Bludgeon 10 creds
Chain or Flail 10 creds BRAT EXPERIENCE
Additional Knife 5 creds Exp. Title
Massive Weapon 15 creds 0-5 Brat (Start Level)
PISTOLS 6-10 Brat
Stub Gun 10 creds 11-15 Brat
Autopistol 15 creds 16-20 Brat
Laspistol 15 creds 21-30 Brat Warrior
Bolt Pistol 20 creds 31-40 Brat Warrior
Hand Flamer 20 creds 41-50 Brat Warrior
Plasma Pistol 25 creds 51-60 Brat Warrior
BASIC WEAPONS 61-80 Brat Champion
Autogun 20 creds 81-100 Brat Champion
Shotgun 20 creds 101-120 Brat Champion
Lasgun 25 creds 121-140 Brat Champion
Bolter 35 creds 141-160 Brat Champion
161-180 Brat Champion
SPECIAL WEAPONS
181-200 Brat Champion
Flamer 40 creds
201-240 Brat Hero
Plasma Gun 70 creds
241-280 Brat Hero
Melta Gun 95 creds
281-320 Brat Hero
Grenade Launcher 130 creds
321-360 Brat Hero
Frag grenades 30 creds
361-400 Brat Hero
Krak grenades 50 creds
401+ Mighty Brat
Missile Launcher 185 creds
1=starting level for Hybrids
Frag missiles 35 creds
2=starting level for Brood
Krak missiles 115 creds
Brothers
Heavy Stubber 120 creds 3=starting level for Purestrains
Heavy Bolter 180 creds and Magus
Heavy Plasma Gun 285 creds *=new generation on 4+
Autocannon 300 creds
Lascannon 400 creds

GRENADES AND AMMO


Frags 30 creds
Krak 50 creds
Hotshot 5 creds
Manstopper 5 creds
SQUAT GANG
BRAT ADVANCE TABLE
2D6 Result
2 New skill (any table)
3-4 New skill
5 Characteristic increase
roll again
1-3 +1 Strength
4-6 +1 Attacks
6 Characteristic increase
roll again
1-3 +1 Weapon skill
4-6 +1 Ballistic skill
7 Characteristic increase
roll again
1-3 +1 Initiative
4-6 +1 Leadership
8 Characteristic increase
roll again
1-3 +1 Weapon skill
4-6 +1 Ballistic skill
9 Characteristic increase
roll again
1-3 +1 Wounds
4-6 +1 Toughness
10-1 New skill
1
12 New skill (any table)
MAXIMUM CHARACTERISTICS
M WS BS S T W I A Ld
4 6 6 4 4 3 6 3 9

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