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Ironhead Squat Prospectors

RAW ✔️ Halls of the Ancients, p41

Ironhead Squat Prospectors List

Why Play Ironhead Squat Prospectors?

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)

MWSBSSTWIALdClWilInt
4"3+3+3435+25+5+5+6+

Skills: 1 Primary skill (chosen) Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2)

Special Rules

Gang Leader: Ironhead Squat prospectors must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see Death of a Leader in the Necromunda Core Rulebook).

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':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

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.

Skill Access

An Ironhead Squat Charter Master has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWisdom of the Ancients
-PrimarySecondary--PrimarySecondaryPrimarySecondary
Equipment

An Ironhead Squat Charter Master may purchase weapons and Wargear from the Ironhead Squat Charter Master equipment list:

  • During the course of a campaign, an Ironhead Squat Charter Master may be given additional weapons and Wargear purchased from this list and from the Trading Post.
  • An Ironhead Squat Charter Master has no restrictions upon the types of weapon they can take; all weapon types are available.

Ironhead Squat Charter Master Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Ironhead autogun25
Ironhead boltgun95
PISTOLS
Ironhead autopistol20
Ironhead bolt pistol45
Ironhead hand flamer85
Ironhead inferno pistol160
Ironhead stub gun10
- Dumdum rounds+5
SPECIAL WEAPONS
Ironhead flamer150
Ironhead meltagun155
Ironhead grenade launcher with seismic grenades50
HEAVY WEAPONS
Ironhead heavy flamer*210
Ironhead heavy stubber*140
Mining laser*125
POWER PACK WEAPONS
Bolt spitter40
Circular stone saw25
Gem extractor50
Ironhead arc welder100
Stone burner70
CLOSE COMBAT WEAPONS
Axe10
Fighting knife15
Ironhead power fist60
Two-handed chainaxe*40
Power hammer45
Two-handed power axe*65
Two-handed power pick*75
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Krak grenades45
Smoke grenades15
ARMOUR
Carapace armour
- Light80
- Heavy100
Flak armour10
Mesh armour15
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Grav chute40
Medicae kit30
Photo-goggles35
Photo lumens15
Respirator15
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 Autoveyor45
0-2 Techmite Exovator 078b55
0-1 Techmite Oculi40

RAW ✔️ Halls of the Ancients, p44

Ironhead Squat Drill Master (Champion)

MWSBSSTWIALdClWilInt
4"4+3+3425+26+6+6+7+

Skills: 1 Primary skill (chosen) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1)

Special Rules

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':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

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.

Skill Access

An Ironhead Squat Drill Master has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWisdom of the Ancients
-Primary--SecondarySecondary-SecondaryPrimary
Equipment

An Ironhead Squat Drill Master may purchase weapons and Wargear from the Ironhead Squat Drill Master equipment list:

  • During the course of a campaign, an Ironhead Squat Drill Master may be given additional weapons and Wargear purchased from this list and from the Trading Post.
  • An Ironhead Squat Drill Master has no restrictions upon the types of weapon they can take; all weapon types are available.

Ironhead Squat Drill Master Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Ironhead autogun25
Ironhead boltgun95
PISTOLS
Ironhead autopistol20
Ironhead bolt pistol45
Ironhead hand flamer85
Ironhead inferno pistol160
Ironhead stub gun10
- Dumdum rounds+5
SPECIAL WEAPONS
Ironhead flamer150
Ironhead meltagun155
Ironhead grenade launcher with seismic grenades50
HEAVY WEAPONS
Ironhead heavy flamer*210
Ironhead heavy stubber*140
Mining laser*125
POWER PACK WEAPONS
Bolt spitter40
Circular stone saw25
Gem extractor50
Ironhead arc welder100
Stone burner70
CLOSE COMBAT WEAPONS
Axe10
Fighting knife15
Ironhead power fist60
Two-handed chainaxe*40
Power hammer45
Two-handed power axe*65
Two-handed power pick*75
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Krak grenades45
Smoke grenades15
ARMOUR
Carapace armour
- Light80
- Heavy100
Flak armour10
Mesh armour15
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Grav chute40
Medicae kit30
Photo-goggles35
Photo lumens15
Respirator15
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 Autoveyor45
0-2 Techmite Exovator 078b55
0-1 Techmite Oculi40

RAW ✔️ Halls of the Ancients, p46

Ironhead Squat Exo Master (Champion)

MWSBSSTWIALdClWilInt
4"3+4+3425+26+6+6+7+

Skills: 1 Primary skill (chosen) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Paragon of the Ancestors

Special Rules

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.

Skill Access

An Ironhead Squat Exo Master has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWisdom of the Ancients
-PrimarySecondary-SecondarySecondary--Primary
Equipment

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:

  • During the course of a campaign, an Ironhead Squat Exo Master may be given additional weapons and Wargear purchased from this list and from the Trading Post.
  • An Ironhead Squat Exo Master may only be equipped with weapons chosen from this list, or from the Pistols, Heavy Weapons and Close Combat Weapons sections of the Trading Post.

Ironhead Squat Exo Master Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Ironhead combat shotgun40
SPECIAL WEAPONS
Storm-welder75
HEAVY WEAPONS
Heavy melta150
POWER PACK WEAPONS
Bolt spitter40
Circular stone saw25
Gem extractor50
Ironhead arc welder100
Stone burner70
CLOSE COMBAT WEAPONS
Excavator hammer*50
Heavy drill35
Hydraulic drill25
Ironhead power fist60
Rock saw35
Wargear
ItemCredits
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Photo lumens15
Respirator15
STATUS SYMBOLS: EXOTIC BEASTS
0-2 Techmite Autoveyor45
0-2 Techmite Exovator 078b55

RAW ✔️ Halls of the Ancients, p48

Ironhead Squat Exo-kyn (Prospect)

MWSBSSTWIALdClWilInt
4"4+5+3414+18+7+6+7+

Skills: - Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Ironhead Squat Exo Master), Hot-headed, Fast Learner

Special Rules

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.

Skill Access

An Ironhead Squat Exo-kyn has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWisdom of the Ancients
-SecondaryPrimary-Secondary----
Equipment

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:

  • During the course of a campaign, an Ironhead Squat Exo-kyn may be given additional weapons and Wargear purchased from this list and from the Trading Post.
  • An Ironhead Squat Exo-kyn may only be equipped with weapons chosen from this list, or from the Close Combat Weapons section of the Trading Post.

Ironhead Squat Exo-Kyn Equipment List

Weapons
ItemCredits
SPECIAL WEAPONS
Storm-welder75
POWER PACK WEAPONS
Bolt spitter40
Circular stone saw25
Gem extractor50
Ironhead arc welder100
Stone burner70
CLOSE COMBAT WEAPONS
Excavator hammer*50
Hydraulic drill25
Ironhead power fist60
Rock saw35
Wargear
ItemCredits
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Photo lumens15
Respirator15
STATUS SYMBOLS: EXOTIC BEASTS
0-2 Techmite Autoveyor45
0-2 Techmite Exovator 078b55

RAW ✔️ Halls of the Ancients, p50

Ironhead Squat Drill-kyn (Ganger)

MWSBSSTWIALdClWilInt
4"4+4+3415+17+6+6+7+

Special Rules: Gang Fighter (Ganger), Promotion (Ironhead Squat Specialist), Tools of the Trade (Ironhead Squat Specialist only)

Special Rules

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.

Skill Access

An Ironhead Squat Specialist has access to the following skill sets (note however that an Ironhead Squat Drill-kyn may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWisdom of the Ancients
-PrimarySecondarySecondary---Primary-
Equipment

Ironhead Squat Drill-kyn and Ironhead Squat Specialists may purchase weapons and Wargear from the Ironhead Squat Drill-kyn equipment list:

  • During the course of a campaign, both Ironhead Squat Drill-kyn and Ironhead Squat Specialists may be given additional weapons purchased from this list.
  • In addition, during a campaign both Ironhead Squat Drill-kyn and Ironhead Squat Specialists may be given additional Wargear purchased from this list and from the Trading Post.
  • An Ironhead Squat Drill-kyn may only be equipped with weapons chosen from the Basic Weapons, Pistols, Power Pack Weapons and Close Combat Weapons sections of this list.
  • Once promoted, an Ironhead Squat Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.

Ironhead Squat Drill-kyn Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Ironhead autogun25
Ironhead boltgun95
PISTOLS
Ironhead autopistol20
Ironhead bolt pistol45
Ironhead stub gun10
- Dumdum rounds+5
SPECIAL WEAPONS
Ironhead flamer150
Ironhead meltagun155
POWER PACK WEAPONS
Circular stone saw25
CLOSE COMBAT WEAPONS
Axe10
Fighting knife15
Power hammer45
Two-handed power axe*65
Two-handed power pick*75
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Krak grenades45
Smoke grenades15
ARMOUR
Carapace armour
- Light80
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Grav chute40
Medicae kit30
Photo-goggles35
Photo lumens15
Respirator15
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)

MWSBSSTWIALdClWilInt
5"5+5+3414+18+7+6+7+

Special Rules: Gang Fighter (Juve), Promotion (Ironhead Squat Specialist), Fast Learner

Special Rules

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.

Skill Access

An Ironhead Squat Digger has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWisdom of the Ancients
-SecondarySecondary----Primary-
Equipment

An Ironhead Squat Digger may purchase weapons and Wargear from the Ironhead Squat Digger equipment list:

  • During the course of a campaign, Ironhead Squat Diggers may be given additional weapons purchased from this list.
  • In addition, during a campaign Ironhead Squat Diggers may be given additional Wargear purchased from this list and from the Trading Post

Ironhead Squat Digger Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Ironhead autogun25
Ironhead boltgun95
PISTOLS
Ironhead autopistol20
Ironhead bolt pistol45
Ironhead stub gun10
- Dumdum rounds+5
POWER PACK WEAPONS
Circular stone saw25
CLOSE COMBAT WEAPONS
Axe10
Fighting knife15
Power hammer45
Two-handed power pick*75
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Krak grenades45
Smoke grenades15
ARMOUR
Carapace armour
- Light80
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Grav chute40
Medicae kit30
Photo-goggles35
Photo lumens15
Respirator15
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)

MWSBSSTWIALdClWilInt
4"4+4+3314+18+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
In option:
Bolt spitter4"10"+1-4-115+Power Pack, Rapid Fire (1), Sidearm
Circular stone saw-E--S+1-11-Melee, Power Pack, Rending
Drill-E--3-11-Melee
Gem extractor-E--S+1-12-Melee, Power Pack
Ironhead arc welder-E--S+2-23-Blaze, Melee, Power Pack
Stone burner2"4"--5-225+Melta, Power Pack, Scarce, Sidearm

Skills: There's Always Another Secret Special Rules: Tech Bypass, Mono-arm

Special Rules

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.

Skill Access

Should a Techmite Autoveyor become a Specialist, they have access to the following skill sets:

AgilityBrawnCombatCunningFerocity
Secondary--Primary-
Equipment

A Techmite Autoveyor is equipped with flak armour and may purchase a single weapon from the Techmite Autoveyor Equipment List:

  • During the course of a campaign, if a Techmite Autoveyor does not have a weapon, they may purchase a single weapon from this list

Techmite Autoveyor Equipment List

Weapons
ItemCredits
POWER PACK WEAPONS
Bolt spitter45
Circular stone saw25
Drill5
Gem extractor50
Ironhead arc welder100
Stone burner70

RAW ✔️ Halls of the Ancients, p59

0-2 Techmite Exovator 078b (Exotic Beast)

MWSBSSTWIALdClWilInt
4"4+4+3414+18+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
In option:
Bolt spitter4"10"+1-4-115+Power Pack, Rapid Fire (1), Sidearm
Circular stone saw-E--S+1-11-Melee, Power Pack, Rending
Drill-E--3-11-Melee
Gem extractor-E--S+1-12-Melee, Power Pack
Ironhead arc welder-E--S+2-23-Blaze, Melee, Power Pack
Stone burner2"4"--5-225+Melta, Power Pack, Scarce, Sidearm

Skills: Nobody Pushes Kin Around Special Rules: Tech Bypass, Bi-arm

Special Rules

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.

Skill Access

Should a Techmite Exovator 078b become a Specialist, they have access to the following skill sets:

AgilityBrawnCombatCunningFerocity
-PrimarySecondary--
Equipment

A Techmite Exovator 078b is equipped with mesh armour and may purchase up to two weapons from the Techmite Exovator 078b Equipment List:

  • During the course of a campaign, if a Techmite Exovator 078b has less than two weapons, they may purchase weapons from this list as long as this does not take their total number of weapons above two.

Techmite Exovator 078b Equipment List

Weapons
ItemCredits
POWER PACK WEAPONS
Bolt spitter45
Circular stone saw25
Drill5
Gem extractor50
Ironhead arc welder100
Stone burner70

RAW ✔️ Halls of the Ancients, p60

0-1 Techmite Oculi (Exotic Beast)

MWSBSSTWIALdClWilInt
7"5+5+2314+18+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Pincer (x2)-E--2-1-Melee

Skills: Escape Artist, Evade Wargear: Flak armour Special Rules: Flight, Target Paint, Scout Drone

Special Rules

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".

Skill Access

Should a Techmite Oculi become a Specialist, they have access to the following skill sets:

AgilityBrawnCombatCunningFerocity
Primary--Secondary-
Equipment

A Techmite Oculi may not purchase weapons or Wargear. A Techmite Oculi is armed with two pincers and equipped with flak armour.

RAW ✔️ Halls of the Ancients, p61

Brutes

0-2 Ironhead Squat Vartijan Exo-Driller (Brute)

MWSBSSTWIALdClWilInt
4"4+3+4535+27+6+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Vartijan fist-E--S-12-Melee, Power, Pulverise
Vartijan heavy flamer-T--5-225+Blaze, Firestorm (1), Template
Seismic crusher-T--2-16+Concussive, Seismic, Template
In option:
Vartijan heavy bolter18"36"+1-5-225+Rapid Fire (3)

Skills: Nobody Pushes Kin Around Wargear: Light carapace armour Special Rules: Guard Exosuit, Sensor Suite

Weapons

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.

Options

  • An Ironhead Squat Exo-Driller may replace its Vartijan heavy flamer with a Vartijan heavy bolter ... +50 credits.
Special Rules

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.

Skill Access

An Ironhead Squat Exo-Driller has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWisdom of the Ancients
-Secondary--Primary--SecondarySecondary

RAW ✔️ Halls of the Ancients, p68

Wasteland Additional Rules

Wasteland Gang Composition

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)

MFrontSideRearHPHndSvBSLdClWilInt
*******4+7+6+6+7+

Special Rules: Gang Fighter (Crew), Vehicle Crew

Special Rules

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.

Skill Access
Equipment

An Ironhead Squat Gearhead must be equipped with a vehicle and they may purchase Wargear and weapons from the Ironhead Squat Gearhead equipment list:

  • During the course of a campaign, an Ironhead Squat Gearhead may be given additional weapons and Wargear from this list and from the Trading Post.
  • An Ironhead Squat Gearhead can only be equipped with weapons from this list or the Pistols section of the Trading Post.
  • An Ironhead Squat Gearhead may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang's Stash.

Ironhead Squat Gearhead Equipment List

Vehicles
ItemCredits
LIGHT VEHICLES
Custom vehicleVariable
Ridgerunner95
Rockgrinder145
Wolfquad70
Skalvian Explorator265
Svenotar Scout Trike105
Weapons
ItemCredits
PISTOLS
Ironhead autopistol20
Ironhead bolt pistol45
Ironhead stub gun10
- Dumdum rounds+5
Wargear
ItemCredits
PERSONAL EQUIPMENT
Filter plugs10
Photo-goggles35
Respirator15

RAW ✔️ Halls of the Ancients, p58

Ironhead Squat Svenotar Scout Trike (Vehicle)

MFrontSideRearHPHndSvBSLdClWilInt
8"54435+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

Special Rules

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:

BodyDriveEngine
212
Equipment

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:

  • During the course of a campaign, an Ironhead Squat Svenotar Scout Trike may be fitted with additional vehicle Wargear from the Ironhead Squat Svenotar Scout Trike equipment list and the Trading Post.
  • During the course of a campaign, an Ironhead Squat Svenotar Scout Trike may be fitted with additional vehicle Upgrades from the Ironhead Squat Svenotar Scout Trike equipment list.
  • During the course of a campaign, an Ironhead Squat Svenotar Scout Trike can be equipped with weapons from this list or the Basic, Special or Heavy sections of the Trading Post.

Ironhead Squat Svenotar Scout Trike Equipment List

Vehicle Upgrades
ItemCredits
BODY UPGRADES
Ablative armour15
Crash cage15
Reinforced armour20
DRIVE UPGRADES
Emergency brakes10
Tyre claws10
ENGINE UPGRADES
Archeotech automatic reactor40
Engine shell15
Glys injector20
Weapons
ItemCredits
BASIC
Twin-linked Ironhead autogun40
Twin-linked Ironhead boltgun115
SPECIAL
Twin-linked meltagun150
Vehicle Wargear
ItemCredits
Booby-trapped fuel tanks10
Flare launchers10
Headlights15
Smoke launchers20

RAW ✔️ Halls of the Ancients, p74

Ironhead Squat Skalvian Explorator (Vehicle)

MFrontSideRearHPHndSvBSLdClWilInt
6"98766+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

Special Rules

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:

BodyDriveEngine
444
Equipment

An Ironhead Squat Skalvian Explorator may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Ironhead Squat Skalvian Explorator equipment list:

  • During the course of a campaign, an Ironhead Squat Skalvian Explorator may be fitted with additional vehicle Wargear from the Ironhead Squat Skalvian Explorator equipment list and the Trading Post.
  • During the course of a campaign, an Ironhead Squat Skalvian Explorator may be fitted with additional vehicle Upgrades from the Ironhead Squat Skalvian Explorator equipment list.
  • During the course of a campaign, an Ironhead Squat Skalvian Explorator can be equipped with weapons from this list or the Basic, Special or Heavy sections of the Trading Post.

Ironhead Squat Skalvian Explorator Equipment List

Cargo Loads
ItemCredits
Ironhead container40
Vehicle Upgrades
ItemCredits
BODY UPGRADES
Ablative armour15
Crash cage15
Escape hatches10
Reinforced armour20
Weapons stash20
DRIVE UPGRADES
All-wheel steering10
Emergency brakes10
Powered steering30
Redundant drive system15
ENGINE UPGRADES
Archeotech automatic reactor40
Easy turnover5
Engine shell15
Plasma coil engine25
Smoke vents25
Weapons
ItemCredits
SPECIAL
Ironhead flamer150
HEAVY
Ironhead heavy stubber140
Vehicle Wargear
ItemCredits
Booby-trapped fuel tanks10
Flare launchers10
Headlights15
Kill switch15
Smoke launchers20
Cargo Loads

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.


Ironhead Container

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).

RAW ✔️ Halls of the Ancients, p76