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Necromunda (2017)Expand Necromunda (2017)

Squat Salvagers

Provided below are the House rules we use for Squat Salvagers gangs.

Squat Salvagers

In the millenia before the Age of Isolation, long before the rise of the Emperor and his Imperium, hundreds of thousand of human miners, engineers and explorers in specially adapted spacecraft were sent to exploit the newfound wealth of mineral rich heavy gravity worlds near the galactic core.

In the millenia before the Age of Isolation, long before the rise of the Emperor and his Imperium, hundreds of thousand of human miners, engineers and explorers in specially adapted spacecraft were sent to exploit the newfound wealth of mineral rich heavy gravity worlds near the galactic core.

From this origin emerged the abhuman strain classified as Homo Sapiens Rotundus along with a robust and distinct culture favoring craftsmanship, industriousness, and familial honor. Among the most human-like of the abhuman subspecies, standing about two-thirds the height of a normal human with a sturdy and powerful build, despite being officially designated Rotundus these short and stocky people came to be informally called Squats and the term eventually stuck.

In the early days resources and technological marvels flowed from the Squat Homeworlds back to Terra, and all was well. Then came the Warp Storms heralding the beginning of the Age of Isolation, and in the long years that followed contact with Terra was lost. Thousands of years passed, but eventually the Imperium of Man arose and reestablished contact with the Squat Homeworlds. A mostly harmonius reunion between the two groups of humanity resulted with the Squat Homeworlds becoming a sort of semi-autonomus tributary of the Imperium, though with occasional points of friction between the two peoples. All to soon though, the Imperium was shaken to its core by the Horus Heresy and entire worlds were ruined or wiped out altogether.

In the aftermath of those dark days, a dozen clans of Squats made landfall on the devastated world of Necromunda and applied themselves to the vast reconstruction efforts being made to restore the mighty Hive World to prosperity. Ten thousand plus years later the ancestors of these original clans remain, living semi-nomadic lifestyles in their great Land Trains, giant mobile mining and reclamation platforms that wander the Wastes.

In addition to prying raw materials from the planet with their massive machines, every season a handful of small salvage teams also set forth from the Land Trains to engage in a different sort of "mining". For the vast amount of ancient technology buried in the underhives and ruins of Necromunda is like an inexhaustable mine of relics and componentry. Such salvage teams seek out and extract whatever resources they can, though it often brings them into conflict with underhive gangs and outland factions.


Gang Composition

  • As a nod to concept, Squat Salvager gangs are usually referred to as a "team" or "salvage team" instead of as a "gang". However, more general rules that use the term gang apply to Squat Salvagers unless stated otherwise.
  • There must be one Leader, a Salvage Boss. If a Squat Salvager team's Leader is killed the controlling player must promote the Foreman or Engineer with the best Leadership characteristic on the roster to become a Salvage Boss. If there are no eligible Champions to promote, the Squat Salvager team disbands.
    • When a Champion is promoted to become a new Salvage Boss, they lose their current Equipment and Skill Access, then gain the Equipment and Skill Access, the Group Activation, and the Command Aura of a Salvage Boss; any Skills the Champion already has are retained and their characteristics remain unchanged.
  • There can be no more than two Champions, plus one for every full 10 Reputation a Squat Salvager team gains. If a Squat Salvager team loses Reputation, they may retain the Champions they already have on their roster.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • In campaigns that allow Hive Scum, Squat Salvager teams cannot hire Hive Scum.
  • In campaigns that allow Bounty Hunters, Squat Salvager teams can hire Bounty Hunters.
  • In campaigns that allow Mercs, Squat Salvager teams cannot hire Mercs.
  • In campaigns that allow Hangers-on, Squat Salvager teams can hire Hangers-on from the provided list.

Fighters

A Squat Salvagers team is made up of the following types of fighters.

Leader

A starting Squat Salvager team must include Salvage Boss as their Leader. If a salvage team's Leader is killed, a replacement must be chosen from among the team's other eligible fighters as described in the Gang Composition section above.

175 credits

A Salvage Boss is responsible for the ultimate success or failure of the salvage team's venture, they wisely guide their retinue to maximize profit and jealously guard whatever spoils they manage to accumulate.

Champions

A starting Squat Salvagers team may hire up to three (3) Engineers and / or up to three (3) Foremen in any combination, but no more than three total Champions. During campaign play a Squat Salvagers team cannot hire new Engineers or Foremen after gang creation is completed and must instead promote Prospects and / or Specialists if they wish to fill any open Foreman or Engineer slots.

Engineer (0-2); + 1 per 10 Reputation
100 credits

A Squat Engineer is a skilled technical expert, responsible for the maintenance of the salvage team's gear as well as assessing the value of any technological relics discovered along the way.

Foreman (0-2); + 1 per 10 Reputation
100 credits

A Squat Foreman is a crusty veteran who has done it all; wreck reclamations, contested salvage operations, hostile acquisitions, you name it. Experts at both the practical parts of the job as well as the occasional regrettable violence that sometimes proves necessary along the way.

Henchmen

The backbone of any Squat Salvagers team is made up of Prospects, Specialists, Gangers, and Juves. In campaign play an important consideration is that Gangers are more economical but Advance as Henchmen while Specialists and Prospects Advance as Heroes. Each type of fighter offers pros and cons, and caters to different play styles and strategies.

Prospector (0-3); + 1 per 10 Reputation
75 credits

A Squat Prospector is a junior engineer whose job it is to scout out ahead of the main body of the salvage team, looking for promising locations or finds. They get a finders bonus for whatever they personally discover and are thus very motivated to accept the greater risk their role requires.

Senior Salvager (0-1); + unlimited via Promotion
65 credits

A Squat Senior Salvager is a seasoned Salvager with many past ventures under their belt who are respected by their peers. Though they have no special authority, they are deferred to within their areas of expertise and enjoy a position of middling status.

Salvager (unlimited)
55 credits

A Squat Salvager is a typically middle aged Squat of unremarkable accomplishments who does the humble but necessary drudge work of a salvaging operation.

Scrapper (0-3); + 1 per 10 Reputation
20 credits

A Squat Scrapper is a young Squat of middle social status on their first venture or one of lower status who managed to survive a previous venture as a Canary and thus earned their place. Either way a Scrapper's main job is to tear down, disassemble, and otherwise render salvaged items that aren't particularly valuable unto themselves into raw materials or componentry. Their other job is to do whatever a more important member of the salvage team tells them to do.

Special

A Squat Salvagers team can start with up to three (3) Canaries. They count as Gangers for purposes of Gang Composition, and are useful for purposes of action economy. However they do not gain experience, and thus never get any better.

During campaign play a Squat Salvagers team cannot hire new Canaries.

Canary (0-3)
10 credits

A Squat Canary is a young Squat on their first salvage venture. Eager to prove themselves, they take risks so that the more elder Squats don't have to.

Hangers-on

A starting Squat Salvagers team may hire up to one (1) Exo-Salvager. During campaign play, a Squat Salvagers team may hire one (1) additional Hangers-on from the following list during the Recruit Hangers-on step of the Post-Battle Sequence (up to the limit of that type of Hangers-on), per 5 Reputation the team has (rounded down).

Exclusive Hangers-on

A starting Squat Salvagers team may hire up to one (1) Exo-Salvager during gang creation, or during campaign play.

Exo-Salvager (0-1)
300 credits

A suit of Exo-armor modified to serve as an impressive industrial machine suitable for excavation, salvaging, and mining. However, given the contested nature of many work sites, they are also heavily armed. Because pragmatism! When worn by a veteran Squat Salvager skilled in its usage, there are few things more dangerous.

Standard Hangers-on

50 credits

If a gang has a Bullet Farmer who is not in Recovery or Captured, the gang's player may gain an Extra Ammo Wargear item and add it to the card of a fighter in the gang's Crew.

125 credits

Orlock, Goliath, Van Saar, and Void Baron gangs may hire a Squat Demolitionist as a Hangers-on. A gang may have either a Squat Demolitionist or a Demolitionist, not both. If a gang has a Squat Demolitionist on retainer, the gang may call upon them for assistance when something needs to be blown up or defused.

150 credits

Spanners are able hands with their spudjackers, both for the dismantling of scrap and for knocking heads in. A Spanner who is not in Recovery or Captured may join their gang's Crew.

50 credits

If a gang has a Wastes Merchant who is not in Recovery or Captured, the Wastes Merchant may take the Seek Rare Item action or the Seek Buyer action even if the gang they belong to is ordinarily not allowed to visit the Trading Post.

Outcast Hangers-on

150 credits

Unlike many types of Hangers-on, Orlock Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.


Campaign

A Squat Salvagers team is available on a case by case basis depending upon the type of campaign. Consult the Arbitrator or campaign write up to determine if a player may run a Squat Salvagers team and what restrictions, exceptions, or guidelines might apply.

If a Squat Salvagers team is allowed in a type of campaign, in addition to any other campaign specific rules that may apply to them the following requirements and restrictions apply and must be adhered to.

Injury

If a Critical Injury result is rolled for a Squat fighter, use the following Survivor Critical Injury table to resolve the outcome instead of the standard one.

Survivor Critical Injury Table

Roll a D6, then consult the table below with the total:

D6
Outcome
1-2
Grievous Injury: The fighter goes into Recovery.
3-5
Permanent Injury: The fighter goes into Recovery and suffers a permanent injury. Roll again on the Permanent Injury table.
6
Memorable Death: The fighter is killed instantly. If the injury was caused by an attack, the attacker gains an additional 1 XP.

Special Territory

In campaigns that use Territories, Squat Salavagers teams start with a Stronghold.

Stronghold: The gang controls a reinforced and highly defensible location. If this territory would be lost, stolen, or destroyed the controlling player may roll a D6; on a 4+ the gang retains the Stronghold and its corresponding Territory Size. Additionally, a gang gains D3 Reputation when this territory is added to their roster and loses D3 Reputation if it is removed from their roster.
Stronghold: Gain D3 Reputation when Stronghold added, lose D3 Reputation when removed. Roll D6 if Stronghold would be lost / stolen / destroyed; 4+ it is not lost / stolen destroyed.

Squat Salvagers Gang Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Armor
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Cuirass2020202020-
Flak Armor555555
Hazard Suit555555
Mesh Armor1515151515-
Power Armor5050----
Carapace Armor (Rotundus Pattern)3030303030-
Fields
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Displacer Field5050----
Force Field175175----
Power Field7575----
Refractor Field7575----
Packs
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Warp Pack100100----
Weapons (CCWs)
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Axe101010101010
Cestus1515151515-
Chainaxe3535353535-
Chainsword3535353535-
Club555555
Fighting Knife555555
Hammer101010101010
Heavy Rocksaw656565656565
Knife555555
Knuckleduster101010101010
Maul252525252525
Power Axe4545454545-
Power Fist5555555555-
Power Hammer4545454545-
Power Mace4545454545-
Power Pick4545454545-
Power Sword4545454545-
Rocksaw303030303030
Shield2525252525-
Spudjacker101010101010
Sword1515151515-
Two-handed Power Hammer4545454545-
Two-handed Weapon151515151515
Weapons (Pistols)
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Autopistol10101010--
Graper101010101010
Hurly5555-5
Laspistol10101010--
Melta Pistol4545454545-
Pistol5555--
Stub Pistol10101010--
Inferno Pistol5555----
Bolt Pistol (Rotundus Pattern)151515151515
Coil Pistol (Rotundus Pattern)303030303030
Laspistol (Rotundus Pattern)151515151515
Plasma Pistol (Rotundus Pattern)4545----
Stub Pistol (Rotundus Pattern)101010101010
Weapons (Basic)
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Autogun15151515--
Javelins55555-
Lasgun15151515--
Rifle10101010--
Sawn-off Shotgun10101010--
Bolter (Rotundus Pattern)3535353535-
Coil Carbine (Rotundus Pattern)5050505050-
Coilgun (Rotundus Pattern)6060606060-
Lasgun (Rotundus Pattern)1515151515-
Shotthrower (Rotundus Pattern)7070707070-
Weapons (Specials)
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Grenade Launcher [No Ammo]-505050--
Harpoon Launcher85858585--
Meltagun95959595--
Throwing Daggers-101010--
Coilgun Repeater (Rotundus Pattern)-125----
Heatthrower (Rotundus Pattern)-100----
Weapons (Heavies)
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Heavy Harpoon Launcher175175175---
Heavy Plasma Cannon-195----
Mining Laser-150----
Multimelta-195----
Heavy Bolter (Rotundus Pattern)-145----
Grenades
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Frag Grenades303030303030
Krak Grenades4040404040-
Satchel Charge202020202020
Tanglefoot Grenades-15----
Ammunition
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Choke Gas Grenades (Grenade Launcher)-454545--
Frag grenades (Grenade Launcher)-303030--
Krak grenades (Grenade Launcher)-454545--
Plasma grenades (Grenade Launcher)-555555--
Bionics
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Biobooster2525252525-
Bionic Actuators2525252525-
Bionic Arm4040404040-
Bionic Eye5050505050-
Bionic Leg5555555555-
Bionic Ruggedization2525252525-
Bionic Upgrades4040404040-
Drill Arm8585858585-
Hammer Arm8585858585-
Servo-fist8585858585-
Steel Skull2525252525-
Wargear
ItemSalvage Boss / ForemanEngineerProspectorSenior SalvagerSalvagerScrapper
Ammo Cache-15----
Armored Undersuit1010----
Auspex3535353535-
Bio Scanner-20----
Biostim stash55555-
Extra Ammo101010101010
Filter Plugs555555
Frag Trap101010101010
Grapnel-Launcher2020202020-
Grav-chute3030303030-
Hands-free Lumens5555510
Medicae Kit252525252525
Meds stash555555
Melta Trap2020202020-
Monocle2020202020-
Oozu1010101010-
Photo-goggles151515151515
Respirator101010101010
Second Best555555
Servo-Arm Pack-20----
Shades555555
Strip Kit101010101010
Tactical Trenchcoat2020202020-
Timed Explosive1010101010-
Visor1010101010-
Laser Cutter Pack-30----

Squat Salvagers Tactics Cards

A Squat Salvagers team may select Tactics Cards from the Squat Salvagers Tactics Cards list by default, though campaign and / or scenario-specific guidelines may modify this.

Beat Down ~Gamma~

You may play this card at the start of a round.

For the duration of the round, all unarmed close combat attacks made by fighters of your gang that hit, automatically inflict a Flesh Wound unless a save roll is made. No wound roll or injury roll is made.

Blazing Fury ~Beta~

You may play this card when activating a fighter.

For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.

Desperate Effort ~Beta~

You may play this card if it is your turn to activate a fighter, but none of your fighters have Ready markers.

Select one of your non-Broken fighters that has at least 1 Wound remaining and activate them as if they had a Ready marker. After this activation ends, if the fighter is still on the battlefield they suffer 1 Wound.

Enhanced Auspexes ~Beta~

You may play this card at the start of any round.

Until the end of this round your gang's fighters have a 360° vision arc, gain a +1 bonus to Detect, can attack through smoke clouds, and are unaffected by low-light conditions. At the end of the round, you may discard a different Tactics Card to return this card to your hand.

Good Effect On Target ~Beta~

You may play this card when one of your gang's fighters inflicts at least one wound on an enemy fighter with a ranged attack, before Injury dice are rolled.

The attack's Damage is increased by 1, and the attack gains the Pulverize trait.

Inhuman Resilience ~Alpha~

You may play this card instead of activating a fighter.

Any of your gang's fighters who are Seriously Injured may make a Recovery roll now, treating Out of Action results as Seriously Injured. Next, any of your gang's fighters who are Pinned may immediately stand up.

Kraken ~Gamma~

You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.

This fighter gains a free Krak Grenade item for the remainder of the battle. If this fighter survives the battle and is not Captured, you may add this item to your gang's Stash after the battle.

Krakow ~Gamma~

You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a Krak Grenade.

The attack's Damage is increased by 2.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Melta Trap ~Gamma~

You may play this card when activating a fighter.

Add a Melta Trap to the activating fighter's card.

Perseverance ~Gamma~

You may play this card when one of your fighters would become Seriously Injured.

The fighter is not Seriously Injured and suffers a Flesh Wound instead. Any other effects of the injury still apply.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Solidarity ~Beta~

You may play this at the start of any round.

For the duration of the round, fighters from your gang automatically pass any Cool or Willpower checks they make as long as they are within 6'' of another fighter from your gang. Also, if the gang must make a Bottle Test at the end of this round, each of your fighters remaining on the battlefield counts as an additional fighter.

Steel Constitution ~Gamma~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter is unaffected by the Gas, Toxin, and Radiation traits. When this fighter makes a Recovery test, they are considered to be assisted even when they are alone.

Stunty ~Beta~

You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.

For the remainder of this battle, versus ranged attacks that target them, if this fighter is in partial cover they are treated as being in full cover.

Sump Slump ~Gamma~

You may play this at the start of the first round immediately before the first activation of the battle occurs.

You may immediately remove or knock down (your choice) up to D3+1 removable barricades, obstacles, or railings of your choice from anywhere on the battlefield.

Suppressing Fire ~Beta~

You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.

Select a ranged weapon this fighter carries with the Rapid Fire trait that is not Out of Ammo. Target up to three Active enemy fighters within line of sight and within range, who become Pinned. This fighter's activation ends immediately.

Tech Override ~Gamma~

You may play this card when one of your gang's fighters must make an Intelligence check to interact with a device, terminal, loot box, or similar.

The Intelligence check is passed automatically. If there is more than one possible outcome when interacting with the object, you may select the outcome you prefer.

Tunnel Runners ( Ω )  ~Alpha~

You may play this card at the start of any round.

For the duration of this round all of your gang's fighters may move through pitfalls and ductways as though they were clear terrain. They cannot end their turn on them.

Valuable Salvage ( Ψ )  ~Beta~

You may play this card at the start of any round.

Set up a carryable item representing valuable salvage within 6'' of the center of the battlefield. If your gang controls this item at the end of the battle, your gang gains 1 VP and the salvage can be sold for 3D3 x 10 credits in the Receive Rewards step of the Post-Battle Sequence.

Well Engineered ~Alpha~

If this card is in your Tactics Cards deck, you may select and play it at the start of the Tactics Cards step of the Pre-Battle Sequence.

For the duration of the battle any Rotundus Pattern weapons your gang's fighters carry do not have to make Ammo checks.

Wreckage Pile ~Alpha~

If this card is in your Tactics Cards deck, you may select and play it at the start of the Tactics Cards step of the Pre-Battle Sequence.

Set up an area of Difficult Terrain (no larger than 6'' by 6'' across) containing up to three (3) pieces of scatter terrain, within 9'' of the center of the battlefield.