Squat Void Barons
Provided below are the House rules we use for Squat Void Barons gangs.
In the millenia before the Age of Isolation, long before the rise of the Emperor and his Imperium, hundreds of thousand of human miners, Forgekin 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, and the Squat Homeworlds flourished and expanded, building a commercial juggernaut by trading amongst themselves and with other xeno species encountered along the way. Eventually an unimaginably vast Ork horde attempted to conquer the Squat Homeworlds in a long war of attrition that was costly to both sides, and in which the Squats' pleas for assistance went unheard by other xenos such as the Eldar. In the aftermath of this costly war the Squats' previously open minded willingness to interact with other species was replaced by a borderline xenophobic position.
As the Imperium of Man ranged ever outward from Terra, contact with the Squat Homeworlds was reestablished, and 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, and a new era of relative prosperity for the Squats ensued. These halcyon days ended abruptly when the Squat Homeworlds were silenced, reputably falling to an unnamed Tyranid Hive Fleet in a collapse so sudden and absolute that no reliable information about what actually happened appears to exist. Though greatly reduced in numbers some Squats still remain, but as a people they will likely never again resume their previous stature within the universe. A few of the further flung Squat worlds avoided the Homeworlds fate, as did expatriate communities of Squats living among the Imperium, as well as Rogue Trader like starship-based subcultures of Squats known by various titles and epithets.
These nomadic spaceborn Squat brotherhoods, guilds, clans, leagues, or what-have-you's travel the stars mining asteroids, recovering space debris and derelict craft, exploring unclaimed planetary bodies for anything of value, and on occasion hunting for the equivalent of buried treasure among the ruins of worlds settled by other races. There are also rumors that some factions among them have even formally allied with or outright joined the T'au, though this is unsubstantiated and other Squats asked about the subject alternately don't know or just don't want to talk about it. As the great ships of these Squats prefer to remain on the move, constantly seeking new asteroids and the like to harvest minerals from, self sufficient Wrecker and Salvager warbands are formed when long term work is called for on a sizeable derelict vessel or planetary body, left behind to extract and accumulate whatever value they can before their ship returns to pick them back up.
The vast amount of ancient technology buried in the underhives and ruins of Necromunda is like an inexhaustable mine of relics, and a faction of Squat hearthships known collectively as the Void Barons frequent the planet every few years, picking up a handful of Salvager warbands across the planet and dropping off fresh warbands, quietly paying a tribute to House Helmawr for the privilege.
Gang Composition
Fighters
A Squat Void Barons warband is made up of the following types of fighters.
200 credits
A Void Baron is a venerable warrior with centuries of experience. One of the eponymous personages of the Void Barons faction of Squats, with some number of vassals and one or more ships under their command. While they usually leave minor operations to the ministrations of their Jarls, sometimes a Void Baron gets personally involved and leads a warband themselves, perhaps out of boredom or to keep their hand in, or because some particularly important prize is at stake.
150 credits
A Jarl is a trusted and important vassal of a Void Baron, a minor lord in their own right, and usually quite experienced. Directly appointed by the Void Baron they serve, they are generally formidable and shrewd. Perhaps one day, if they are successful enough, they will be sufficiently important and wealthy to become a Void Baron themselves.
Huscarl (0-3); + unlimited via Promotion
100 credits
A Huscarl is an experienced Squat warrior who has survived many dangers on past ventures and risen to a position of honor as part of their Void Baron's inner circle.
The bodyguard and enforcers of their leige, Huscarl are typically dangerous fighters who gained their prominence via skillful use of violence.
Forgekin (0-3); + unlimited via Promotion
100 credits
A Squat Forgekin is a skilled technical expert, responsible for the maintenance of a warband's gear as well as stripping, salvaging, refurbishing, or otherwise wringing value from any gadget, gizmo, or weapon encountered along the way which they can pry lose. Archeotech is of particular interest to them...
75 credits
A Thane is a distinguished warrior in good standing from a recognized lineage.
They provide reliable martial support to their warband, expected to throw themselves into battle.
Should it come to it, they are expected to die well and honorably, showing courage until the end.
65 credits
A Ringbearer is a clansman of unremarkable lineage who has been recognized by their leige for some past deed.
If they continue to distinguish themselves, they might be further elevated in status.
In the meantime, they labor along with the Clankin as commanded by the warband's leader.
55 credits
Clankin are typically middle aged Squats of unremarkable accomplishments who provide the bulk of a Void Baron's vassals.
They are expected to follow orders to the best of their abilities and not embarass themselves nor their ancestors.
Should they manage to distinguish themselves, they may one day become Ringbearers.
20 credits
A Beardling is a young Squat on their first warband, eager to prove themselves. Their primary job is to do whatever they are told to do by the experienced members of the warband.
25 credits
A Thrall is a Squat of the lowest social status. Either they themselves did something dishonorable or are descended from one who did,
they are thus relegated to drudgery and labor. Perhaps if they die well or do something of particular note their progeny will be elevated
and not suffer the same fate...but their own lot is set.
150 credits
If a Squat Salvage team has a Vox Bearer who is not in Recovery or Captured and the team's Void Baron is part of the Crew the Vox Bearer may also join the gang's Crew.
Standard Hangers-on
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.
Outcast Hangers-on
150 credits
Unlike many types of Hangers-on, Goliath 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.
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.
150 credits
While most Ratskins avoid contact with outsiders, some live on the fringes of underhive society and are willing to hire out their services. Unlike many types of Hangers-on, Ratskin 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.
150 credits
Unlike many types of Hangers-on, Van Saar 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.
Tactics Cards
A Squat Void Barons warband may select Tactics Cards from the
Squat Void Barons Tactics Cards
list by default, though campaign and / or scenario-specific guidelines may modify this.
Campaign
A Squat Void Barons warband 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 Void Barons warband and what restrictions, exceptions, or guidelines might apply.
If a Squat Void Barons warband 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:
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.