// Rulebook Scan Reference · Necromunda: Book of the Outlands, Pages 82–95

Ironhead Squats

Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.

“For the next 100 grand cycles, all salvage rights to the Stormarc Reaches are hereby granted to the Ironhead Squats of Clan Anglish.”
— Proclamations of the Lord Helmawr – 185.M39
+ Background lore — Prospectors & Engineers

Necromunda has been a carcass of a planet for millennia, stripped of its life, resources and even its waste run-off. Yet still toil the Squats of the Ironhead Mining Clans, who seem to have a knack for finding rare deposits within even the barest excavation sites. These are hardy abhumans that have long lived outside Imperial rule, instead bound by Charters penned millennia ago. They travel where they please in their great land trains, solely focused on accumulating wealth and resources. Whether their convoys are heading to pastures new or back to their ancestral holds, the Squats meet any who stand in their way with heavy gunfire, lasers and mining tools. It is rare to see the Squats take to the hives, for they eschew the cities of Man in favour of their long-held freedoms — yet where their Ironhead expeditions can be found in the underhive, treasures of great interest are undoubtedly nearby.

To face the Ironhead Clans of the Squats is akin to facing down a solid wall of impenetrable armour. They move with disciplined practice to meet the threats Necromunda offers, laying down gunfire with heavy bolters and cannon until their opponents are ash at their feet. Rarely are these sturdy miners seen within the confines of the hive cities, for they make their homes within the punishing atmosphere of the ash wastes.

Squat Prospectors are renowned for their mining prowess — so much so that they are more readily tolerated than other abhumans on Necromunda due to the output of their industry. Having come to Necromunda millennia ago, shortly after the planet was reduced to ash and dust, they brought with them invaluable off-world skills and the determination to unlock the planet’s potential. Their mining techniques produce outputs rivalling that of House Orlock, and are able to syphon valuable chemicals from run-off slurry located kilometres below the earth. Their ability to find these ancient deposits is unmatched and allows the Squats a seemingly endless source of wealth. On the rare occasion they are challenged by other mining gangs over their excavation sites, they are quick to brandish their Charters: ancient contracts, conceived upon the race’s arrival, that grant them exclusive ownership over the seams of refuse they find.

Oryith Ironeye, The Confederation of Urlish

“The Charter has been ratified, our future is guaranteed. The Urlish League shall make their home here forever more.”

The first Squats forged the Great Charters with the Imperium, offering great aid to Necromunda’s development. Whilst Squats can be found throughout the planets of the Imperium, those who settled upon Necromunda were originally known as the Urlish. It is not fully known why their leader, Oryith Ironeye, chose to take the Confederation of Urlish to Necromunda, but a popular Squat tale tells of a bet made against her by the leaders of another confederation — that even her expert miners could not turn a profit on the dying planet of Necromunda.

Whether wanting to prove a point or just sensing untapped wealth, the Urlish, aboard thirteen clan vessels, crossed the galaxy to Necromunda and met with the then Planetary Governor Lord Vargas, seeking permission to mine. Luckily for Oryith, Necromunda was desperately trying to rebuild after orbital bombardments had destroyed its land following a xenos invasion and the Imperium’s civil war. Lord Vargas wished to establish himself as the hero that rebuilt the planet and issued exclusive mining rites in the form of the Great Charters to the Urlish, in exchange for their terraforming services. Thus did the Squats settle on the planet, taking apart their vessels and reforming them into what would become their ancestral holds, to serve as their bases of operation.

Though the Squats of the 41st Millennium are miners by trade, those who arrived with the first of their number were also engineers and inventors. It was they who erected the poles capable of syphoning high quantities of carbon dioxide from Necromunda’s toxic atmosphere, allowing the ash wastes to be traversed with a degree of safety and reducing the frequency of ash storms on the planet’s surface. Hive Primus doubled in size during these early centuries as the Squats expanded Lord Vargas’ seat of power. Other wonders of their creation include the ancient mag-lev railways and the Great Ash Road, the latter of which is still, to this day, a vital trade route between the hives.

In total there are twelve ancestral holds upon Necromunda. For reasons lost to time, those who had boarded the thirteenth Urlish ship departed, possibly due to friction with the Squats’ first leader. The other holds became sprawling underground bastions formed of both ancient ships and carved rock. Each is ruled by a Charter Lord, named for the Great Charters bestowed by Necromunda’s Planetary Governor Vargas. However, the Squats rarely dwell for too long in these holds — time spent inside is time wasted that could be used to ply their trade. They return to their holds only during the worst storms of the Season of Ash and spend the rest of their time travelling in great land trains, snaking across the continent in search of rich refuse seams. When the Squats are not on the move, their vehicles circle quarries in formations known as laagers, creating a defensive wall to allow their inhabitants to work the ground below.

Though most duster gangs are kept at bay by the legal claims of the Squats’ Charters — or, more accurately, the heavy firepower lurking behind them — the Squats have found no enemy so tenacious as the lawless Ash Waste Nomads. These mysterious raiders considered the wastes their home long before the Squats arrived, and their fury at the miners’ presence is matched only by the Squats’ determination to evict them. War frequently breaks out between the Squats and nomads, leaving battlefields in the wastes scarred by explosives, gunfire and impenetrable toxic fog.

The Ancestor Core

The Squats who first reached Necromunda were inventors and engineers as much as they were miners. This was in part due to the Ancestor Core that they brought with them from the vastness of the void — a relic carried by every Squat delegation in the galaxy. These objects were akin to artificial minds, each storing the collective knowledge of their race. They were also used to create new Squats artificially, allowing existing Squats to focus on their own productivity without having to worry about their numbers. Squats cloned and born this way were sound of body and instilled with innovative and comprehensive knowledge of their crafts.

Disaster struck in the 36th Millennium when the planet Somnus passed too close to Necromunda, triggering highly destructive ash storms and quakes. The whole world shook and the Squat ancestral holds were devastated. Though they would eventually be rebuilt, the Ancestor Core was plunged into Necromunda’s underearth, never to be seen again. As a result, much of the Squats’ more advanced knowledge has been lost, and they must now pass down their talents through more traditional means. Many Squats have ventured below the earth in an attempt to find the Ancestor Core once again, but so far none have returned.

Gang Special Rules

// p.86

Dauntless: Ironhead Squats do not need to make Nerve checks when a friendly Fighter goes Out of Action within 3″.

Starting Skills: When added to a Gang Roster, all Ironhead Squat Leaders and Champions may select one skill from one of their Primary Skill Sets.

Skill Access

// This gang's Fighters have access to the following Skill Sets — click one to see its skills
Fighter
Charter MasterSecondarySecondaryPrimaryPrimary
Drill MasterPrimarySecondaryPrimary
Exo MasterPrimaryPrimarySecondary
Drill-KynSecondarySecondaryPrimary
Exo-KynPrimarySecondary
DiggerSecondaryPrimary
Vartijan Exo-DrillerPrimaryPrimarySecondary
Techmite ExovatorSecondaryPrimary
Techmite OculiSecondaryPrimary
Skalvian ExploratorPrimarySecondary

Fighter Cards

// p.87–90

Ironhead Squat Charter Master

130 Credits
MWSBSSTWIASv
4″3+3+343235+
LdClWilIntTypeStarting XP
8887Fighter (Leader)61

Equipment: When added to a Gang Roster, an Ironhead Squat Charter Master may purchase weapons and wargear from the Ironhead Squat Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ironhead Squat Equipment List and from the Trading Post.
  • They may not choose weapons from the Exo Weapons sections of the Ironhead Squat Equipment List.

Ironhead Squat Drill Master

90 Credits
MWSBSSTWIASv
4″4+3+342225+
LdClWilIntTypeStarting XP
7776Fighter (Champion)37

Equipment: When added to a Gang Roster, an Ironhead Squat Drill Master may purchase weapons and wargear from the Ironhead Squat Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ironhead Squat Equipment List and from the Trading Post.
  • They may not choose weapons from the Exo Weapons sections of the Ironhead Squat Equipment List.

Ironhead Squat Exo Master

105 Credits
MWSBSSTWIASv
4″3+4+342224+
LdClWilIntTypeStarting XP
8777Fighter (Champion)49

Equipment: An Ironhead Squat Exo Master is equipped with an exo-suit (included in their cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Ironhead Squat Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ironhead Squat Equipment List and from the Trading Post.
  • They may only choose weapons from the Exo Weapons and Power Pack sections of the Ironhead Squat Equipment List and the Trading Post.

Ironhead Squat Drill-Kyn

45 Credits
MWSBSSTWIASv
4″4+4+341216+
LdClWilIntTypeStarting XP
6776Fighter (Ganger, Specialist)13

Equipment: When added to a Gang Roster, an Ironhead Squat Drill-Kyn may purchase weapons and wargear from the Ironhead Squat Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ironhead Squat Equipment List and from the Trading Post.
  • They may not choose weapons from the Exo Weapons sections of the Ironhead Squat Equipment List.

Ironhead Squat Exo-Kyn

40 Credits
MWSBSSTWIASv
4″5+5+341315+
LdClWilIntTypeStarting XP
5655Fighter (Prospect)4

Skills: An Ironhead Squat Exo-Kyn has the Nerves of Steel skill.

Equipment: An Ironhead Squat Exo-Kyn is equipped with an exo-suit (included in their cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Ironhead Squat Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ironhead Squat Equipment List and from the Trading Post.
  • They may only choose weapons from the Power Pack and Exo Weapons sections of the Ironhead Squat Equipment List and the Trading Post.

Ironhead Squat Digger

30 Credits
MWSBSSTWIASv
5″5+5+341316+
LdClWilIntTypeStarting XP
5655Fighter (Prospect)1

Equipment: When added to a Gang Roster, an Ironhead Squat Digger may purchase weapons and wargear from the Ironhead Squat Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ironhead Squat Equipment List and from the Trading Post.
  • They may not choose weapons from the Exo Weapons sections of the Ironhead Squat Equipment List.

Ironhead Squat Vartijan Exo-Driller

280 Credits
MWSBSSTWIASv
4″4+3+453324+
LdClWilIntTypeStarting XP
7766Fighter (Brute)25

Sensor Suite: An Ironhead Squat Vartijan Exo-Driller treats the Visibility (X″) rule as being 3″ higher than it is.

Skills: An Ironhead Squat Vartijan Exo-Driller has the Bulging Biceps skill.

Equipment: An Ironhead Squat Vartijan Exo-Driller is armed with a power fist, heavy flamer and seismic crusher. They may select any of the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • An Ironhead Squat Vartijan Exo-Driller may replace their heavy flamer with a heavy bolter ……………… +10 credits

Techmite Exovator

45 Credits
MWSBSSTWIASv
4″4+4+231316+
LdClWilIntTypeStarting XP
6765Fighter (Beast, Pet)13

Leash Range: A Techmite Exovator has a 3″ Leash range.

Bi-arm: A Techmite Exovator may be equipped with a maximum of two weapons.

Equipment: When added to a Gang Roster, a Techmite Exovator may purchase weapons from the Ironhead Squat Equipment List:

  • During the course of a campaign, they may be given additional weapons purchased from the Ironhead Squat Equipment List and from the Trading Post.
  • They may only choose weapons from the Power Pack section of the Ironhead Squat Equipment List and the Trading Post.

Techmite Oculi

50 Credits
MWSBSSTWIASv
7″5+5+231316+
LdClWilIntTypeStarting XP
6765Fighter (Beast, Flying, Pet)13

Leash Range: A Techmite Oculi has a 12″ Leash range.

Target Paint: While at least one Techmite Oculi is within 6″ of an enemy Fighter, its owner counts as firing at short range for the purposes of calculating cover bonuses.

Equipment: A Techmite Oculi is equipped with pincers. They may not purchase or be equipped with additional weapons or wargear.

Ironhead Squat Skalvian Explorator

560 Credits
MWSBSSTWIASv
6″5+4+785333+
LdClWilIntTypeStarting XP
7777Vehicle (Tracked)13

Equipment: An Ironhead Squat Skalvian Explorator is armed with a Skalvian flamer, a Skalvian heavy stubber, an Ironhead claw and a Skalvian hull. It may not purchase or be equipped with additional weapons or wargear.

Equipment List

// p.91 — prices for weapons and wargear available to this gang

Ranged Weapons — Auto/Stub Weapons

  • Ironhead autogun30 credits
  • Ironhead autopistol20 credits
  • Ironhead heavy stubber*80 credits
  • Ironhead stub gun15 credits

Ranged Weapons — Bolt Weapons

  • Ironhead boltgun65 credits
  • Ironhead bolt pistol55 credits

Ranged Weapons — Exo Weapons

  • Heavy melta160 credits
  • Ironhead combat shotgun50 credits
  • Storm welder60 credits

Ranged Weapons — Flamers

  • Ironhead flamer80 credits
  • Ironhead hand flamer55 credits
  • Ironhead heavy flamer*105 credits

Ranged Weapons — Grenade Launchers

  • Ironhead grenade launcher with seismic grenades45 credits

Ranged Weapons — Melta Weapons

  • Ironhead inferno pistol120 credits
  • Ironhead meltagun150 credits

Ranged Weapons — Power Pack

  • Bolt spitter45 credits
  • Stone burner75 credits

Ranged Weapons — Repurposed Tools

  • Mining laser*125 credits

Close Combat — Chain Weapons

  • Two-handed chainaxe*70 credits

Close Combat — Exo Weapons

  • Excavator hammer*65 credits
  • Heavy drill40 credits
  • Hydraulic drill15 credits
  • Power fist105 credits
  • Rock saw30 credits

Close Combat — Power Pack

  • Circular stone saw40 credits
  • Drill25 credits
  • Gem extractor30 credits
  • Ironhead arc welder80 credits

Close Combat — Power Weapons

  • Power fist105 credits
  • Power hammer40 credits
  • Two-handed power axe*65 credits
  • Two-handed power pick*60 credits

Close Combat — Primitive Weapons

  • Axe15 credits
  • Fighting knife5 credits

Wargear — Grenades

  • Blasting charges60 credits
  • Frag grenades30 credits
  • Krak grenades45 credits
  • Smoke grenades15 credits

Wargear — Armour & Field Armour

  • Carapace armour (light)100 credits
  • Mesh armour40 credits
  • Refractor field50 credits

Wargear — Personal Equipment

  • Bio-booster25 credits
  • Drop rig10 credits
  • Grav chute30 credits
  • Medicae kit20 credits
  • Photo-goggles35 credits
  • Photo-lumens15 credits
  • Respirator15 credits

Wargear — Weapon Accessories

  • Infra-sight10 credits
  • Mono-sight20 credits

Wargear — Mounts

  • Dirt bike35 credits
  • Svenotar Scout Trike80 credits

Wargear — Pets

  • Techmite Exovator45 credits
  • Techmite Oculi50 credits

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Equipment Reference

// p.92–94 — every weapon on the Ironhead Squat Equipment List is exclusive to this gang; standard Trading Post profiles cover Axe, Fighting knife, Power fist, Power hammer, Carapace armour, Mesh armour, Refractor field and the rest of the Personal Equipment/Weapon Accessories/Dirt bike entries. See the Trading Post & Equipment page for the full weapon list.

Ranged — Auto/Stub Weapons
WeaponSRLRStrAPLTraits
Ironhead autogun8″24″31Rapid Fire (1), Reliable
Ironhead autopistol4″12″31Light, Rapid Fire (1), Reliable
Ironhead heavy stubber*20″40″4-11Heavy, Rapid Fire (2), Reliable
Ironhead stub gun6″12″31Light, Rapid Fire (1)
Ranged — Bolt Weapons
WeaponSRLRStrAPLTraits
Ironhead boltgun12″24″4-12Ammo (3+), Rapid Fire (1), Reliable
Ironhead bolt pistol6″12″4-12Ammo (3+), Light, Rapid Fire (1), Reliable
Ranged — Esoteric Weapons
WeaponSRLRStrAPLTraits
Seismic crusherT21Ammo (6+), Breaching (5+), Template
Ranged — Exo Weapons
WeaponSRLRStrAPLTraits
Heavy melta9″18″8-43Ammo (6+), Damage (3), Heavy, Rapid Fire (1)
Ironhead combat shotgun8″16″42Knockback (6+), Rapid Fire (1)
Storm welder8″16″51Rapid Fire (3), Shock (6+), Unstable
Ranged — Flamers
WeaponSRLRStrAPLTraits
Ironhead flamerT4-11Ammo (6+), Blaze (5+), Rapid Fire (1), Template
Ironhead hand flamerT31Ammo (6+), Blaze (5+), Light, Rapid Fire (1), Template
Ironhead heavy flamer*T5-21Ammo (6+), Blaze (5+), Rapid Fire (1), Template
Ranged — Grenade Launchers
WeaponSRLRStrAPLTraits
Ironhead grenade launcher (seismic grenades)6″12″3-11Ammo (4+), Blast (3″), Breaching (6+), Concussive (5+), Knockback (5+)
Ranged — Melta Weapons
WeaponSRLRStrAPLTraits
Ironhead inferno pistol4″7″8-32Ammo (6+), Damage (2), Light
Ironhead meltagun6″12″8-43Ammo (5+), Damage (3)
Ranged — Power Pack
WeaponSRLRStrAPLTraits
Bolt spitter4″10″4-11Additional Attacks (1), Light, Power Pack, Rapid Fire (1)
Stone burner2″4″5-22Ammo (6+), Additional Attacks (1), Damage (2), Light, Power Pack
Ranged — Repurposed Tools
WeaponSRLRStrAPLTraits
Mining laser*No profile printed in the source book — priced (125 credits, TP E) but stats omitted from the Equipment Reference.
Close Combat — Chain Weapons
WeaponSRLRStrAPLTraits
Two-handed chainaxe*ES+2-22Heavy, Melee, Shred (5+), Unwieldy
Close Combat — Exo Weapons
WeaponSRLRStrAPLTraits
Excavator hammer*ES+2-13Concussive (6+), Heavy, Melee, Unwieldy
Heavy drillES+1-12Melee, Shred (6+)
Hydraulic drillES-11Melee, Shred (6+)
Rock sawES+1-11Breaching (6+), Melee
Close Combat — Power Pack
WeaponSRLRStrAPLTraits
Circular stone sawES+1-11Additional Attacks (1), Melee, Power Pack, Shred (6+)
DrillE3-11Additional Attacks (1), Melee, Power Pack
Gem extractorES+11Additional Attacks (1), Melee, Power Pack
Ironhead arc welderES+2-22Additional Attacks (1), Blaze (5+), Melee, Power Pack
Close Combat — Power Weapons
WeaponSRLRStrAPLTraits
Two-handed power axe*ES+1-32Breaching (6+), Heavy, Melee, Unwieldy
Two-handed power pick*ES+1-22Breaching (4+), Heavy, Melee, Unwieldy
Repurposed Tools
WeaponSRLRStrAPLTraits
PincersES1Melee, Paired (2)
Vehicle Weapons
WeaponSRLRStrAPLTraits
Ironhead clawES-12Additional Attacks (2), Melee, Unwieldy
Skalvian flamerT4-11Ammo (6+), Arc (Front), Blaze (5+), Template
Skalvian heavy stubber20″40″4-11Rapid Fire (2), Reliable
Skalvian hullES-22Damage (2), Melee, Ram
Mount Weapons
WeaponSRLRStrAPLTraits
Svenotar autogun8″24″31Arc (Centreline), Rapid Fire (1), Reliable, Twin-linked
Svenotar boltgun12″24″4-12Ammo (3+), Arc (Centreline), Rapid Fire (1), Reliable, Twin-linked
Svenotar meltagun6″12″8-43Ammo (6+), Arc (Centreline), Damage (3), Rapid Fire (1)

Armour & Field Armour — Exo-suit

// Included in cost — Exclusive

The Fighter is immune to the effects of the Rad-phage and Blaze (X) traits.

Mounts — Svenotar Scout Trike

// 80 credits — Exclusive

A Fighter equipped with a Svenotar Scout Trike gains the Mounted Subtype and sets their Movement characteristic to 8″. When they perform a Dash action, they add 5″ to their Movement characteristic instead of their Initiative.

A Svenotar Scout Trike is equipped with a Svenotar autogun and may take either of the following options when added to the gang or during any Post-cycle Sequence:

  • Replace the Svenotar autogun with a Svenotar boltgun ……………… +35 credits
  • Replace the Svenotar autogun with a Svenotar meltagun ……………… +70 credits

Pages 82–83 and 95 are full-page character art and studio model photography/showcase; see the Source tab to view them — no additional rules text is printed on those pages.

Skill Set

// Necromunda Core Rulebook, p.150–153