Ironhead Squat Prospectors
RAW ✔️ Halls of the Ancients, p41
Ironhead Squat Prospectors List
Genetically altered to survive the harsh environment of the Ash Wastes, the Ironhead Squats have mastered the wild places of Necromunda and thrive where most gangers would perish. Once a Squat makes a claim it is nigh impossible to shift them, their bodies as tough and unyielding as their will.
When using Ironhead Squat prospectors, positioning is all important. With their resilience and ability to bring a huge weight of fire to bear they excel in short to medium range firefights, with their Exo-kyn ready to move in close and finish off the enemy. However, their slow speed and lower than average Initiative means that your fighters are vulnerable to being out manoeuvred, and fighting on the upper levels of a battlefield is risky, while the cost of their fighters and equipment means you will often be outnumbered. If you wish to field a well equipped and hardy gang capable of squaring off against even the toughest of opponents, then the Ironhead Squats are the gang for you!
Gang Composition
Ironhead Squat prospectors follows all the usual restrictions and guidelines for creating a gang as described in the Necromunda Core Rulebook.
Ironhead Squat Prospectors in Dominion Campaigns
Ironhead Squat prospectors tend to keep to themselves, travelling in crews around the ash wastes. However they are not unheard of in the underhive (though never admitted into Hive City). Rare though they are, they do occasionally form enclaves in the underhive.
In a Dominion Campaign, Ironhead Squat prospectors are treated just like any other; they begin the campaign with a Settlement Territory which they cannot lose, representing their base of operations. They can take control of unoccupied Territories during the Occupation phase and they can seize control of Territories from other gangs during the Takeover phase. Despite their insular and abhuman appearance, Ironhead Squat prospectors are seen as just another gang by most of the locals. They claim Territory Boons just like any other gang. Additionally, Ironhead Squat prospectors gain Enhanced Boons for a Synth Still Territory as if they were an Escher gang and from a Mine Works Territory as if they were an Orlock gang.
Additional Rules
Fighters
Ironhead Squat Charter Master (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 3+ | 3 | 4 | 3 | 5+ | 2 | 5+ | 5+ | 5+ | 6+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2) Gang Leader: Ironhead Squat prospectors must always include a single fighter with this special rule: Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Ironhead Squat fighters that are within 12" of this fighter will automatically pass their Cool test and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Ironhead Squat fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Skills: When recruited, an Ironhead Squat Charter Master may choose one skill from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. An Ironhead Squat Charter Master has access to the following skill sets: An Ironhead Squat Charter Master may purchase weapons and Wargear from the Ironhead Squat Charter Master equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wisdom of the Ancients - Primary Secondary - - Primary Secondary Primary Secondary Equipment
Ironhead Squat Charter Master Equipment List
Weapons
Item Credits BASIC WEAPONS Ironhead autogun 25 Ironhead boltgun 95 PISTOLS Ironhead autopistol 20 Ironhead bolt pistol 45 Ironhead hand flamer 85 Ironhead inferno pistol 160 Ironhead stub gun 10 - Dumdum rounds +5 SPECIAL WEAPONS Ironhead flamer 150 Ironhead meltagun 155 Ironhead grenade launcher with seismic grenades 50 HEAVY WEAPONS Ironhead heavy flamer* 210 Ironhead heavy stubber* 140 Mining laser* 125 POWER PACK WEAPONS Bolt spitter 40 Circular stone saw 25 Gem extractor 50 Ironhead arc welder 100 Stone burner 70 CLOSE COMBAT WEAPONS Axe 10 Fighting knife 15 Ironhead power fist 60 Two-handed chainaxe* 40 Power hammer 45 Two-handed power axe* 65 Two-handed power pick* 75 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Krak grenades 45 Smoke grenades 15 ARMOUR Carapace armour - Light 80 - Heavy 100 Flak armour 10 Mesh armour 15 FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Grav chute 40 Medicae kit 30 Photo-goggles 35 Photo lumens 15 Respirator 15 WEAPON ACCESSORIES Infra-sight (any ranged weapon)† 40 Mono-sight (Basic, Special and Heavy Weapons only)† 35 Suspensor (Weapons with the Unwieldy trait only) 60 Telescopic sight (Pistol, Basic and Special Weapons only)† 25 STATUS SYMBOLS: EXOTIC BEASTS 0-2 Techmite Autoveyor 45 0-2 Techmite Exovator 078b 55 0-1 Techmite Oculi 40
RAW ✔️ Halls of the Ancients, p44
Ironhead Squat Drill Master (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 3+ | 3 | 4 | 2 | 5+ | 2 | 6+ | 6+ | 6+ | 7+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1) Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Ironhead Squat fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Ironhead Squat fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Skills: When recruited, an Ironhead Squat Drill Master may choose one skill chosen from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. An Ironhead Squat Drill Master has access to the following skill sets: An Ironhead Squat Drill Master may purchase weapons and Wargear from the Ironhead Squat Drill Master equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wisdom of the Ancients - Primary - - Secondary Secondary - Secondary Primary Equipment
Ironhead Squat Drill Master Equipment List
Weapons
Item Credits BASIC WEAPONS Ironhead autogun 25 Ironhead boltgun 95 PISTOLS Ironhead autopistol 20 Ironhead bolt pistol 45 Ironhead hand flamer 85 Ironhead inferno pistol 160 Ironhead stub gun 10 - Dumdum rounds +5 SPECIAL WEAPONS Ironhead flamer 150 Ironhead meltagun 155 Ironhead grenade launcher with seismic grenades 50 HEAVY WEAPONS Ironhead heavy flamer* 210 Ironhead heavy stubber* 140 Mining laser* 125 POWER PACK WEAPONS Bolt spitter 40 Circular stone saw 25 Gem extractor 50 Ironhead arc welder 100 Stone burner 70 CLOSE COMBAT WEAPONS Axe 10 Fighting knife 15 Ironhead power fist 60 Two-handed chainaxe* 40 Power hammer 45 Two-handed power axe* 65 Two-handed power pick* 75 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Krak grenades 45 Smoke grenades 15 ARMOUR Carapace armour - Light 80 - Heavy 100 Flak armour 10 Mesh armour 15 FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Grav chute 40 Medicae kit 30 Photo-goggles 35 Photo lumens 15 Respirator 15 WEAPON ACCESSORIES Infra-sight (any ranged weapon)† 40 Mono-sight (Basic, Special and Heavy Weapons only)† 35 Suspensor (Weapons with the Unwieldy trait only) 60 Telescopic sight (Pistol, Basic and Special Weapons only)† 25 STATUS SYMBOLS: EXOTIC BEASTS 0-2 Techmite Autoveyor 45 0-2 Techmite Exovator 078b 55 0-1 Techmite Oculi 40
RAW ✔️ Halls of the Ancients, p46
Ironhead Squat Exo Master (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 4+ | 3 | 4 | 2 | 5+ | 2 | 6+ | 6+ | 6+ | 7+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Paragon of the Ancestors Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Ironhead Squat fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Paragon of the Ancestors: This fighter may perform an additional post-battle action. This additional post-battle action must be an Ancestor ability. Skills: When recruited, an Ironhead Squat Exo Master may choose one skill chosen from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. An Ironhead Squat Exo Master has access to the following skill sets: An Ironhead Squat Exo Master is equipped with an exo-suit (included in their starting cost) and may purchase weapons and Wargear from the Ironhead Squat Exo Master equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wisdom of the Ancients - Primary Secondary - Secondary Secondary - - Primary Equipment
Ironhead Squat Exo Master Equipment List
Weapons
Item Credits BASIC WEAPONS Ironhead combat shotgun 40 SPECIAL WEAPONS Storm-welder 75 HEAVY WEAPONS Heavy melta 150 POWER PACK WEAPONS Bolt spitter 40 Circular stone saw 25 Gem extractor 50 Ironhead arc welder 100 Stone burner 70 CLOSE COMBAT WEAPONS Excavator hammer* 50 Heavy drill 35 Hydraulic drill 25 Ironhead power fist 60 Rock saw 35 Wargear
Item Credits FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Photo lumens 15 Respirator 15 STATUS SYMBOLS: EXOTIC BEASTS 0-2 Techmite Autoveyor 45 0-2 Techmite Exovator 078b 55
RAW ✔️ Halls of the Ancients, p48
Ironhead Squat Exo-kyn (Prospect)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 7+ | 6+ | 7+ |
Skills: -
Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Ironhead Squat Exo Master), Hot-headed, Fast Learner Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Gang Fighter (Prospect): Fighters with this special rule form the backbone of Ironhead Squat gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns. Promotion (Ironhead Squat Exo Master): If, during a Downtime phase of a campaign, this fighter has gained three or more Advancements, this fighter may be promoted to become an Ironhead Squat Exo Master. When a fighter is promoted in this way, they will from now on count as an Ironhead Squat Exo Master for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Prospect), Promotion (Ironhead Squat Exo Master), Hot-headed and Fast Learner special rules and gain all the special rules associated with an Ironhead Squat Exo Master. Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. An Ironhead Squat Exo-kyn has access to the following skill sets: An Ironhead Squat Exo-kyn is equipped with an exo-suit (included in their starting cost) and may purchase weapons and Wargear from the Ironhead Squat Exo-kyn equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wisdom of the Ancients - Secondary Primary - Secondary - - - - Equipment
Ironhead Squat Exo-Kyn Equipment List
Weapons
Item Credits SPECIAL WEAPONS Storm-welder 75 POWER PACK WEAPONS Bolt spitter 40 Circular stone saw 25 Gem extractor 50 Ironhead arc welder 100 Stone burner 70 CLOSE COMBAT WEAPONS Excavator hammer* 50 Hydraulic drill 25 Ironhead power fist 60 Rock saw 35 Wargear
Item Credits PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Photo lumens 15 Respirator 15 STATUS SYMBOLS: EXOTIC BEASTS 0-2 Techmite Autoveyor 45 0-2 Techmite Exovator 078b 55
RAW ✔️ Halls of the Ancients, p50
Ironhead Squat Drill-kyn (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 7+ | 6+ | 6+ | 7+ |
Special Rules: Gang Fighter (Ganger), Promotion (Ironhead Squat Specialist), Tools of the Trade (Ironhead Squat Specialist only) Gang Fighter (Ganger): Fighters with this special rule form the backbone of Ironhead Squat gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns. Promotion (Ironhead Squat Specialist): When the gang is founded, a single Ironhead Squat Drill-kyn can be promoted to become an Ironhead Squat Specialist. During Campaign play, additional Ironhead Squat Drill-kyn may become Ironhead Squat Specialists by spending Experience (XP), as described in the campaign rules (see the Necromunda Core Rulebook). An Ironhead Squat Specialist gains the Tools of the Trade special rule, may purchase Special Weapons, and may spend XP to gain additional skills. Tools of the Trade (Ironhead Squat Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. An Ironhead Squat Specialist has access to the following skill sets (note however that an Ironhead Squat Drill-kyn may not gain additional skills): Ironhead Squat Drill-kyn and Ironhead Squat Specialists may purchase weapons and Wargear from the Ironhead Squat Drill-kyn equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wisdom of the Ancients - Primary Secondary Secondary - - - Primary - Equipment
Ironhead Squat Drill-kyn Equipment List
Weapons
Item Credits BASIC WEAPONS Ironhead autogun 25 Ironhead boltgun 95 PISTOLS Ironhead autopistol 20 Ironhead bolt pistol 45 Ironhead stub gun 10 - Dumdum rounds +5 SPECIAL WEAPONS Ironhead flamer 150 Ironhead meltagun 155 POWER PACK WEAPONS Circular stone saw 25 CLOSE COMBAT WEAPONS Axe 10 Fighting knife 15 Power hammer 45 Two-handed power axe* 65 Two-handed power pick* 75 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Krak grenades 45 Smoke grenades 15 ARMOUR Carapace armour - Light 80 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Grav chute 40 Medicae kit 30 Photo-goggles 35 Photo lumens 15 Respirator 15 WEAPON ACCESSORIES Infra-sight (any ranged weapon)† 40 Mono-sight (Basic, Special and Heavy Weapons only)† 35 Telescopic sight (Pistol, Basic and Special Weapons only)† 25
RAW ✔️ Halls of the Ancients, p54
Ironhead Squat Digger (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 7+ | 6+ | 7+ |
Special Rules: Gang Fighter (Juve), Promotion (Ironhead Squat Specialist), Fast Learner Gang Fighter (Juve): Fighters with this special rule form the backbone of Ironhead Squat gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Ironhead Squat Specialist): If, during the Downtime phase of a campaign, this fighter has gained three or more Advancements, this fighter may be promoted to become an Ironhead Squat Specialist. When a fighter is promoted in this way, they will from now on count as an Ironhead Squat Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Ironhead Squat Specialist) and Fast Learner special rules and gain all the special rules associated with an Ironhead Squat Specialist. Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. An Ironhead Squat Digger has access to the following skill sets: An Ironhead Squat Digger may purchase weapons and Wargear from the Ironhead Squat Digger equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wisdom of the Ancients - Secondary Secondary - - - - Primary - Equipment
Ironhead Squat Digger Equipment List
Weapons
Item Credits BASIC WEAPONS Ironhead autogun 25 Ironhead boltgun 95 PISTOLS Ironhead autopistol 20 Ironhead bolt pistol 45 Ironhead stub gun 10 - Dumdum rounds +5 POWER PACK WEAPONS Circular stone saw 25 CLOSE COMBAT WEAPONS Axe 10 Fighting knife 15 Power hammer 45 Two-handed power pick* 75 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Krak grenades 45 Smoke grenades 15 ARMOUR Carapace armour - Light 80 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Grav chute 40 Medicae kit 30 Photo-goggles 35 Photo lumens 15 Respirator 15 WEAPON ACCESSORIES Infra-sight (any ranged weapon)† 40 Mono-sight (Basic, Special and Heavy Weapons only)† 35 Telescopic sight (Pistol, Basic and Special Weapons only)† 25
RAW ✔️ Halls of the Ancients, p56
Exotic Beasts
0-2 Techmite Autoveyor (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| In option: | |||||||||
| Bolt spitter | 4" | 10" | +1 | - | 4 | -1 | 1 | 5+ | Power Pack, Rapid Fire (1), Sidearm |
| Circular stone saw | - | E | - | - | S+1 | -1 | 1 | - | Melee, Power Pack, Rending |
| Drill | - | E | - | - | 3 | -1 | 1 | - | Melee |
| Gem extractor | - | E | - | - | S+1 | -1 | 2 | - | Melee, Power Pack |
| Ironhead arc welder | - | E | - | - | S+2 | -2 | 3 | - | Blaze, Melee, Power Pack |
| Stone burner | 2" | 4" | - | - | 5 | -2 | 2 | 5+ | Melta, Power Pack, Scarce, Sidearm |
Skills: There's Always Another Secret
Special Rules: Tech Bypass, Mono-arm Tech Bypass: A Techmite Autoveyor may perform the Bypass Loot Casket (Basic) action and when rolling to determine the contents, the dice may be re-rolled. Mono-arm: A Techmite Autoveyor may only be equipped with a single weapon. A Techmite Autoveyor is equipped with flak armour and may purchase a single weapon from the Techmite Autoveyor Equipment List:Special Rules
Skill Access
Equipment
Techmite Autoveyor Equipment List
Weapons
Item Credits POWER PACK WEAPONS Bolt spitter 45 Circular stone saw 25 Drill 5 Gem extractor 50 Ironhead arc welder 100 Stone burner 70
RAW ✔️ Halls of the Ancients, p59
0-2 Techmite Exovator 078b (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 4 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| In option: | |||||||||
| Bolt spitter | 4" | 10" | +1 | - | 4 | -1 | 1 | 5+ | Power Pack, Rapid Fire (1), Sidearm |
| Circular stone saw | - | E | - | - | S+1 | -1 | 1 | - | Melee, Power Pack, Rending |
| Drill | - | E | - | - | 3 | -1 | 1 | - | Melee |
| Gem extractor | - | E | - | - | S+1 | -1 | 2 | - | Melee, Power Pack |
| Ironhead arc welder | - | E | - | - | S+2 | -2 | 3 | - | Blaze, Melee, Power Pack |
| Stone burner | 2" | 4" | - | - | 5 | -2 | 2 | 5+ | Melta, Power Pack, Scarce, Sidearm |
Skills: Nobody Pushes Kin Around
Special Rules: Tech Bypass, Bi-arm Tech Bypass: A Techmite Exovator 078b may perform the Bypass Loot Casket (Basic) action and when rolling to determine the contents, the dice may be re-rolled. Bi-arm: A Techmite Exovator 078b may only be equipped with two weapons. A Techmite Exovator 078b is equipped with mesh armour and may purchase up to two weapons from the Techmite Exovator 078b Equipment List:Special Rules
Skill Access
Equipment
Techmite Exovator 078b Equipment List
Weapons
Item Credits POWER PACK WEAPONS Bolt spitter 45 Circular stone saw 25 Drill 5 Gem extractor 50 Ironhead arc welder 100 Stone burner 70
RAW ✔️ Halls of the Ancients, p60
0-1 Techmite Oculi (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Pincer (x2) | - | E | - | - | 2 | - | 1 | - | Melee |
Skills: Escape Artist, Evade
Wargear: Flak armour
Special Rules: Flight, Target Paint, Scout Drone Flight: A Techmite Oculi ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base. Target Paint: While at least one Techmite Oculi is within 6" of an enemy model, their owner reduces any negative modifiers to hit that model due to cover by 1. Scout Drone: Techmite Oculi can range further from their owners than most Exotic Beasts. Techmite Oculi must remain within 18" of their owners rather than 3". A Techmite Oculi may not purchase weapons or Wargear. A Techmite Oculi is armed with two pincers and equipped with flak armour.Special Rules
Skill Access
Equipment
RAW ✔️ Halls of the Ancients, p61
Brutes
0-2 Ironhead Squat Vartijan Exo-Driller (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 3+ | 4 | 5 | 3 | 5+ | 2 | 7+ | 6+ | 6+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Vartijan fist | - | E | - | - | S | -1 | 2 | - | Melee, Power, Pulverise |
| Vartijan heavy flamer | - | T | - | - | 5 | -2 | 2 | 5+ | Blaze, Firestorm (1), Template |
| Seismic crusher | - | T | - | - | 2 | - | 1 | 6+ | Concussive, Seismic, Template |
| In option: | |||||||||
| Vartijan heavy bolter | 18" | 36" | +1 | - | 5 | -2 | 2 | 5+ | Rapid Fire (3) |
Skills: Nobody Pushes Kin Around
Wargear: Light carapace armour
Special Rules: Guard Exosuit, Sensor Suite An Ironhead Squat Exo-Driller is armed with a Vartijan fist, Vartijan heavy flamer and seismic crusher. All Ironhead Squat Exo-Drillers are equipped with light carapace armour. Guard Exosuit: If the scenario being played requires the controlling gang to deploy sentries, an Ironhead Squat Exo-Driller can always be deployed as an additional sentry regardless of Crew Selection rules. This can take a starting crew above the maximum size. Sensor Suite: This model treats the Visibility (X) rule as being 3" higher than it is. An Ironhead Squat Exo-Driller has access to the following skill sets:Weapons
Options
Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wisdom of the Ancients - Secondary - - Primary - - Secondary Secondary
RAW ✔️ Halls of the Ancients, p68
Wasteland Additional Rules
An Ironhead Squat Prospectors gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.
Ironhead Squat Gearhead (Crew)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| * | * | * | * | * | * | * | 4+ | 7+ | 6+ | 6+ | 7+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew Gang Fighter (Crew): Fighters with this special rule form the backbone of Ironhead Squat gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Vehicle Crew: An Ironhead Squat Gearhead must always be equipped with a vehicle. An Ironhead Squat Gearhead must be equipped with a vehicle and they may purchase Wargear and weapons from the Ironhead Squat Gearhead equipment list:Special Rules
Skill Access
Equipment
Ironhead Squat Gearhead Equipment List
Vehicles
Item Credits LIGHT VEHICLES Custom vehicle Variable Ridgerunner 95 Rockgrinder 145 Wolfquad 70 Skalvian Explorator 265 Svenotar Scout Trike 105 Weapons
Item Credits PISTOLS Ironhead autopistol 20 Ironhead bolt pistol 45 Ironhead stub gun 10 - Dumdum rounds +5 Wargear
Item Credits PERSONAL EQUIPMENT Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ Halls of the Ancients, p58
Ironhead Squat Svenotar Scout Trike (Vehicle)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 5 | 4 | 4 | 3 | 5+ | 5+ | * | * | * | * | * |
Weapon Hardpoints: 1: Crew Operated - Arc (Front)
Upgrade Slots: 2 Body, 1 Drive, 2 Engine
Special Rules: Weapon Hardpoints, Techmite Oculi Control Node, Wheeled, Upgrade Slots Weapon Hardpoints: An Ironhead Squat Svenotar Scout Trike has one Weapon Hardpoint. Any weapon mounted on it gains the Crew Operated and Arc (Front) traits. Techmite Oculi Control Node: An Ironhead Squat Svenotar Scout Trike may be equipped with a Techmite Oculi which will Group Activate as if the vehicle was a fighter. Wheeled: This vehicle uses wheels as its primary form of locomotion – this impacts how it interacts with difficult terrain. Upgrade Slots: An Ironhead Squat Svenotar Scout Trike has the following upgrade slots available: An Ironhead Squat Svenotar Scout Trike may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Ironhead Squat Svenotar Scout Trike equipment list:Special Rules
Body Drive Engine 2 1 2 Equipment
Ironhead Squat Svenotar Scout Trike Equipment List
Vehicle Upgrades
Item Credits BODY UPGRADES Ablative armour 15 Crash cage 15 Reinforced armour 20 DRIVE UPGRADES Emergency brakes 10 Tyre claws 10 ENGINE UPGRADES Archeotech automatic reactor 40 Engine shell 15 Glys injector 20 Weapons
Item Credits BASIC Twin-linked Ironhead autogun 40 Twin-linked Ironhead boltgun 115 SPECIAL Twin-linked meltagun 150 Vehicle Wargear
Item Credits Booby-trapped fuel tanks 10 Flare launchers 10 Headlights 15 Smoke launchers 20
RAW ✔️ Halls of the Ancients, p74
Ironhead Squat Skalvian Explorator (Vehicle)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 9 | 8 | 7 | 6 | 6+ | 3+ | * | * | * | * | * |
Weapon Hardpoints: 1 top of the Hull: Crew Operated - Arc (All Round); 1 in the Ironhead claw: Crew Operated - Arc (Front)
Upgrade Slots: 4 Body, 4 Drive, 4 Engine
Special Rules: Ironhead Claw, Transport Bed, Weapon Hardpoints, Tracked, Upgrade Slots Ironhead Claw: When an Ironhead Squat Skalvian Explorator collides with, and destroys, either an obstacle or flimsy structure, the Ironhead Squat Skalvian Explorator does not suffer any damage as a result of the collision. Transport Bed: An Ironhead Squat Skalvian Explorator has a transport bed along each side of the top hull. Weapon Hardpoints: An Ironhead Squat Skalvian Explorator has two Weapon Hardpoints. One on top of the hull and one in the Ironhead claw. Any weapon fitted to the hull Weapon Hardpoint gains the Crew Operated and Arc (All Round) traits. Any weapon fitted to the Ironhead claw Weapon Hardpoint gains the Crew Operated and Arc (Front) traits. Tracked: This vehicle uses tracks as its primary form of locomotion – this impacts how it interacts with difficult terrain. Upgrade Slots: An Ironhead Squat Skalvian Explorator has the following upgrade slots available: An Ironhead Squat Skalvian Explorator may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Ironhead Squat Skalvian Explorator equipment list: Each Ironhead Squat Skalvian Explorator may be equipped with a cargo load. While equipped with at least one cargo load, the following rules apply: Valuable Cargo: If, at the end of the battle, the Ironhead Squat Skalvian Explorator is not Wrecked and still on the battlefield, the controlling gang adds D3x10 credits to their Stash if the Ironhead Squat Skalvian Explorator had a cargo load. If the Ironhead Squat Skalvian Explorator is Wrecked, then the opposing gang adds D6x10 credits to their Stash if the Ironhead Squat Skalvian Explorator had a cargo load. Trading Run: During the post-battle sequence, an Ironhead Squat Skalvian Explorator with an assigned crew and a cargo load may make the Trade post-battle action in the same manner as a Champion as long as it is not In Repair or its crew is not in Recovery. Limited Cargo: An Ironhead Squat Skalvian Explorator may only have an Ironhead container as a cargo load. 40 Credits Flow of Chems: If making a Trade post-battle action (see Trading Run previously) with an Ironhead Squat Skalvian Explorator equipped with an Ironhead container, then any chems purchased from the Trading Post have their credit cost halved (rounding up to the nearest 5 credits).Special Rules
Body Drive Engine 4 4 4 Equipment
Ironhead Squat Skalvian Explorator Equipment List
Cargo Loads
Item Credits Ironhead container 40 Vehicle Upgrades
Item Credits BODY UPGRADES Ablative armour 15 Crash cage 15 Escape hatches 10 Reinforced armour 20 Weapons stash 20 DRIVE UPGRADES All-wheel steering 10 Emergency brakes 10 Powered steering 30 Redundant drive system 15 ENGINE UPGRADES Archeotech automatic reactor 40 Easy turnover 5 Engine shell 15 Plasma coil engine 25 Smoke vents 25 Weapons
Item Credits SPECIAL Ironhead flamer 150 HEAVY Ironhead heavy stubber 140 Vehicle Wargear
Item Credits Booby-trapped fuel tanks 10 Flare launchers 10 Headlights 15 Kill switch 15 Smoke launchers 20 Cargo Loads
Ironhead Container
RAW ✔️ Halls of the Ancients, p76