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Necromunda (2017)Expand Necromunda (2017)

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

  • As a nod to concept, Squat Void Barons gangs are usually referred to as a "warband" instead of as a "gang". However, more general rules that use the term gang apply to Squat Void Barons unless stated otherwise.
  • There must be one Leader; if making a warband for a campaign which allows 1500 credits or more for a starting gang you may hire either a Jarl or a Void Baron as your warband's Leader. If the campaign allows fewer than 1500 credits for a starting warband you may only hire a Jarl as your warband's Leader.
  • If your warband is lead by a Jarl when created, you may hire up to three (3) Forgekin for your starting warband.
  • If your warband is lead by a Void Baron when created, you may hire up to three (3) total Champions for your starting warband chosen from Forgekin and / or Huscarl in any combination.
  • At warband creation, you must have one (1) Juve, Ganger, Specialist, or Prospect per Champion. This restriction does not apply after campaing play starts, however; the warband composition will change dynamically as fighters die and / or get promoted.
  • You may not hire a new Leader, or new Champions, Prospects, Specialists, Gangers, or Juves after campaign play starts. You may hire new Hangers-on from among those allowed to a Void Barons warband.
  • If a Squat Void Barons warband's Leader is killed, the controlling player must promote the Huscarl or Forgekin on the roster with the best Leadership characteristic to become a Jarl, at which point that fighter becomes the warband's new Leader. If there are no eligible Huscarl or Forgekin, the Squat Void Barons warband disbands.
    • When a Huscarl or Forgekin is promoted to become a new Jarl, they lose their current Equipment and Skill Access, then gain the Equipment and Skill Access, the Group Activation, and the Command Aura of a Jarl; any Skills they already have are retained and their characteristics remain unchanged.
  • 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 Void Barons warbands can hire Hive Scum.
  • In campaigns that allow Bounty Hunters, Squat Void Barons warbands can hire Bounty Hunters.
  • In campaigns that allow Mercs, Squat Void Barons warbands can hire Mercs. However, they cannot promote a Merc to become a Champion.
  • In campaigns that allow Hangers-on, Squat Void Barons warbands can hire Hangers-on from the provided list.

Fighters

A Squat Void Barons warband is made up of the following types of fighters.

Leader

A starting Squat Void Barons warband must include either a Void Baron or a Jarl (not both) as their Leader. If 1500 credits or more are allowed for a starting warband, you may hire either a Void Baron or a Jarl for your starting warband, otherwise you must hire a Jarl as your warband's Leader. If a warband'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.

Void Baron (0-1)
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.

Jarl (0-1)
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.

Champions

A starting Squat Void Barons warband may hire up to three (3) total Champions. If a Void Baron leads the warband, Huscarl and / or Forgekin may be hired, otherwise only Forgekin are available. You can only hire Champions for this warband during warband creation; any future Champions will be gained via promotion.

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...

Henchmen

The backbone of any Squat Void Barons warband 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.

During campaign play a Squat Void Barons warband cannot hire new Henchmen after gang creation, so choose wisely.

Thane (0-3)
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.

Ringbearer (0-1); + unlimited via Promotion
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.

Clankin (unlimited)
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.

Beardling (0-3)
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.

Special

A Squat Void Barons warband can start with up to three (3) Thralls. 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 Void Barons warband cannot hire new Thralls.

Thrall (0-3)
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.

Hangers-on

A starting Squat Void Barons warband may hire up to one (1) of the following Hangers-on. During campaign play, regardless of what the gang's current Reputation is, a Squat Void Barons warband 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).

Note that a Squat Void Barons warband may hire zero or one Hangers-on during a given Post-Battle Sequence; they may not backfill open positions or replace dead or retired Hangers-on. Thus a Squat Void Barons warband that started with a Hangers-on but did not hire another after their first battle could not then decide to hire two Hangers-on after their second battle to make up the difference.

Exclusive Hangers-on

A starting Squat Void Barons warband led by a Void Baron may hire up to one (1) Vox Bearer. However, during campaign play a Squat Void Barons warband may not hire a Vox Bearer after gang creation.

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:

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.