My local independent wargames shop is starting up a big Necromunda campaign (20+ gangs signed up so far), and I just have to take my little guys for the campaign. I dug around for the old 'Hi-Ho' article for the Squat Miners rules. After looking though them, I decided that I didn't like them. I thought the rules were too over complicated. overrode to much of the game's own rules, was too focused on 40k squats rather than thinking how Squats would be in Necromunda, gave too many advantages and forced them to follow the restrictive outlanders rules from the start (cutting out a chunk for what makes a Necromunda campaign so much fun).
So I decided to write up my own set of rules for including Squats in Necromunda. My version is entirely covered in a single page, and allows Squat players to enjoy all of the elements of Necromunda open to players of House gangs. The changes I have made are slight, and work within the game's rules, while still creating the feel of our favourite space dwarves. I started by creating the weapons list and skills matrix for the Squats.
All of the weapons on the list are the standard common weapons open to other gangs, but not entirely matching the other houses. The Squats weapons list focusses more on energy weapons, and gives them access to the 'massive axe/club/sword' close combat option. We all know that the Squats love wielding large axes and hammers, so including them was a must. With the Squats natural affinity for technology, they would be better than their human counterparts at building and maintaining weaponry, and so would inevitably find themselves working on what the humans were bad at; energy weapons.
The skills table, as with other gangs, really helps to define the gang's character. Having the whole gang have access to Techno skills was a must, and being naturally stronger, Muscle skills were also an obvious choice for the gang's second primary skill (each house has 2 primaries and a mix of the others). At the other end of the scale, no Squats can have access to Stealth skills and only the Leader can have Agility skills. I decided that only the Leader and Heavies would have access to Shooting skills, while Gangers and Juves would have access to Combat skills. While the background for the Squat gangs is younger Squats striking out on their own, the youngest of these would still be headstrong, while the older gang members would be more settled. Having this difference in ranged/cc focus amongst the gang members will also help to add some variety to the way each type works on the table.
To add an extra level of the Squats character into the game, I decided to give all gang members the Armourer skill right off the bat, giving them a +1 to ammo rolls and so reflecting their ability to maintain their equipment, while still sticking within the core game mechanics. Consequently, I chose to have all gang members start one level higher than House gang members. Effectively, the Squats all roll up the Armourer skill on their first advance roll.
For something a bit special in playing Squats, and again to represent their character in the game, I added that they gained +1 to Initiative rolls to avoid falling (being steady on their feet), and added an additional D6 to income from Mine Workings and Mineral Deposits territories.My rules for Necromunda Squats can be found here - http://www.focusedfirepower.co.uk/wp-co ... Squats.pdf
If you are interested in the old Squat Miners rules, written by Phil Tortorici, they can be found here - http://files.sigil.biz/data/gw_04_hi_ho ... _gangs.pdf