N17 Inquisimunda - Species

alphonse

Ganger
Feb 11, 2018
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Nice
Now that we have a good comprehension of the way fighters stats are calculated in Necromunda 2017, we have been able to set the characteristics modifiers for each position within a warband (see this post here).

Starting from that, we have "retro-engeenered" the true mean of each characteristic across all warband. This implied to cut off the position bonus and come back to the root profile. Below is this baseline, with the max values as stated by N17:

MEAN STATS N17MWSBSSTWIALdClWillInt
w/out position bonus5"5+5+3314+18+7+8+8+
regular MAX7"2+2+5522+23+3+3+3+

Then we don't start from nothing. We have the pleasure to build upon the previous community work on V3.0, coordinated by @tribeof1, and choose to continue from the last version of the species document (here).

Translating characteristics straight from V3.0 to N17 is at risk to loose the general coherency. Things are not completely equivalent. We have to rethink specific aspects, come in mind the Leadership characteristic who was preponderant in NCE-based V3.0, but far less important for the current version.

N17 being very close to 8th edition 40k, we adopted a double approach to get the best of both worlds:
- convert stats from V3.0 using the algorithm we have coined to this end (here);
- find equivalent stats from 40k to get inspiration (8th for everything but Initiative, available in 7th ed).

Several topics have been taken into account:
- about max stats (available in V3.0 but not in 40k) have to be redesigned for N17. The current way to max stats in N17 is not satisfying for Inquisimunda since it's leading to counter nature profiles, far from the spirit of some species (think about how odd an Eldar with T5 could be...). In the other hand, V3.0 didn't have to manage with as much heavy damage weapons as in N17. And the N17 way is not appropriate to the character creation nature of Inquisimunda (choose a species, add characteristics modifiers). A caped 2-wounds leader wouldn't be ok in this ruleset.

In the tables below, we expose the way we have arbitrated some stats, starting from V3 and 40k, converting them to N17, redesigning them if necessary. The last lines is the ones we have included into the main document of N17 Inquisimunda (here). We expose here the brute costs, but have rounded them to ease the character creation process in the main document. Note that each special rule has been translated and taken into account when relevant (rules are included into the doc).

HUMAN (32TG)
Stats originMWSBSSTWIALdClWilInt
V3422331316---
40k644331316---
V3->N17555331418888
40k->N17555331418888
Designed555331418888
-------------
MAX V3466443639---
MAX V3->N17522443235555
MAX N17 (Design)722552223333
MAX Designed722443233333


BLANK (41TG)
Stats originMWSBSSTWIALdClWilInt
V3422331317---
40k644331317---
V3->N17555331417777
40k->N17555331417777
Designed555331417777
-------------
MAX V34664436310---
MAX V3->N17522443234444
MAX N17 (Design)722552223333
MAX Designed722443233333
Special rules: Hollow, Not a Psyker, Not a Leader


AFRIEL STRAIN (36TG)
Stats originMWSBSSTWIALdClWilInt
V3422331317---
40k------------
V3->N17555331417777
40k->N17------------
Designed555331417789
-------------
MAX V34664436310---
MAX V3->N17522443234444
MAX N17 (Design)722552223333
MAX Designed722443234344
Special rules: Disturbing presence, Perfect soldier, Cursed Luck, Not a Psyker, Not a Leader.
Note: the Int at 9 is to go into the cursed luck direction (equipment/scenary malfunctions)

More to follow...
 
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Abhumans

OGRYN (98TG)
Stats originMWSBSSTWIALdClWilInt
V3532552225---
40k634553237---
V3->N17645552529999
40k->N17545553537777
Designed5455536298910
-------------
MAX V3564665548---
MAX V3->N17623665246666
MAX N17 (Design)722774233333
MAX Designed623665346356
Special rules: Fear, Acces to Brawn, Simple-Minded, Not a Leader, Basic Weapons (+Ripper Gun)
Note: in 7th ed 40k, Ld=6 (convert to 8+).
Note 2: S&T have been caped at 6 to prevent invincible monsters with S7 T7.



RATLING (15TG)
Stats originMWSBSSTWIALdClWilInt
V3323221416---
40k553221416---
V3->N17454221318888
40k->N17464221318888
Designed464221318987
-------------
MAX V3357333739---
MAX V3->N17432333235555
MAX N17 (Design)622442223333
MAX Designed532332224444
Special rules: Infiltrate (Cunning), Access to Agility, Not a Leader, Light-fingered, Basic Weapons (+Long-Las)
Note: very low cost, if we go further down in characteristics, the cost could be negative... Grot will have the same problem.
Note 2: in 7th ed 40k, Ld=5 (convert to 9+)



SQUAT (39TG)
Stats originMWSBSSTWIALdClWilInt
V3422341217---
40k------------
V3->N17555341517777
40k->N17------------
Designed355341517787
-------------
MAX V34664535310---
MAX V3->N17522453234444
MAX N17 (Design)522562223333
MAX Designed422554233333
Special rules: Access to Savant, No Agility Skill
Note: in relation to GRENDL (N17 GW2)
Note 2: W has been artificially set high to keep T relatively low.



BEASTMAN (53)
Stats originMWSBSSTWIALdClWilInt
V3522431316---
40k634441316---
V3->N17655431418888
40k->N17545441418888
Designed545441418899
-------------
MAX V3566543639---
MAX V3->N17622543235555
MAX N17 (Design)722662223333
MAX Designed722663235455
Special rules: Access to Ferocity, No Savant skill
Note: in relation to GOR HALF-HORN (N17 GW2)
Note 2: 40k stats are from 8th ed Tzangors (Tzeentch beastmen) and old 40k profiles (circa 1990), This is the reason why T has been increased to T4 (was T3 in V3.0). Willpower is high because of the penchant for chaos (not resist well to bad influences).



More to follow...
 
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Most Frequently Encountered Xenos

ORK (60TG)
Stats originMWSBSSTWIALdClWilInt
V3431341216---
40k535441226---
V3->N17546341518888
40k->N17446441528888
Designed446441528899
-------------
MAX V3473563539---
MAX V3->N17524563235555
MAX N17 (Design)622662233333
MAX Designed624664344355
Special rules: Access to Ferocity, Access to Brawn
Note: in the 40k Xenos index, Orks are now S4 (S3 in V3.0) and get A2 at least.


GROT (8TG)
Stats originMWSBSSTWIALdClWilInt
V3412231315---
40k554221214---
V3->N17565231419999
40k->N174652215110101010
Designed5652214191099
-------------
MAX V3456343638---
MAX V3->N17532343236666
MAX N17 (Design)722442223333
MAX Designed632333225555
Special rules: Access to Cunning, Evade (Cunning), Night Vision, Craven, Not a Leader
Note: Grots have the same problem as Ratlings, very poor stats means they are almost free or negative in cost if we go below these stats.


ELDAR (68TG)
Stats originMWSBSSTWIALdClWilInt
V3522331417---
40k733331517---
V3->N17655331317777
40k->N17644331217777
Designed644331317877
-------------
MAX V35774337310---
MAX V3->N17622433234444
MAX N17 (Design)822552223333
MAX Designed822433233333
Special rules: Acute senses, Night vision, Access to Agility, No Brawn skill
Note: Eldar craftworlder and Commorite have been merged (the same as in V3.0). Furthermore, they share the same baseline in 40k.


TAU (18TG)
Stats originMWSBSSTWIALdClWilInt
V3411331316---
40k654331216---
V3->N17566331418888
40k->N17565331518888
Designed565331518998
-------------
MAX V3446443639---
MAX V3->N17532443235555
MAX N17 (Design)722552223333
MAX Designed732443223333
Note: in V3.0 there was a special rules to further specialized a Tau (Water, Earth, Fire, Air casts). For this first iteration, we have chosen to keep things simple. Maybe the casts could be accounted into Warbands special rules.

KROOT (45TG)
Stats originMWSBSSTWIALdClWilInt
V3522331416---
40k734331316---
V3->N17655331318888
40k->N17645331418888
Designed645331418889
-------------
MAX V3566443739---
MAX V3->N17622443235555
MAX N17 (Design)822552223333
MAX Designed822553233355
Special rules: Fieldcraft
Note: WS has been set to WS4 in relation to the 40k profile with a systematic difference between WS & BS.

VESPID (60TG)
Stats originMWSBSSTWIALdClWilInt
V3622331316---
40k1444341615---
V3->N17755331418888
40k->N171355341219999
Designed755341319989
-------------
MAX V3666443639---
MAX V3->N17722443235555
MAX N17 (Design)922562223333
MAX Designed822452225555
Special rules: Flying
Note: Flying is expansive! T4 comes from 40k.

More to follow...
 
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Other Xenos species

TARELLIAN (56TG)
Stats originMWSBSSTWIALdClWilInt
V3432331317---
40k------------
V3->N17545331417777
40k->N17------------
Designed545341418777
-------------
MAX V34764436310---
MAX V3->N17522443234444
MAX N17 (Design)722562223333
MAX Designed722553234443
Special rules: Hatred (Human)
Note: there is no official available stats for this species. But the fluff tells us a lot. This is a very intelligent species and techno addict inside the Tau empire (thus the Int7). Furthermore, it is a robust species, better accounted with a T4. Lastly, this is a way to come with a greater variety between the different species and don't end up with everybody being an average guy.


LOXATL (60TG)
Stats originMWSBSSTWIALdClWilInt
V3532331416---
40k------------
V3->N17645331318888
40k->N17------------
Designed645331318778
-------------
MAX V3576443739---
MAX V3->N17622443235555
MAX N17 (Design)822552223333
MAX Designed822553235444
Special rules: Wall Walker, Fieldcraft (water), Uncommon Physiology
Note: another species with no current equivalent in game. Almost nothing have been touch from V3.0 but the cost have been thoroughly calculated and is lower than previously (70TG).


HRUD (45TG)
Stats originMWSBSSTWIALdClWilInt
V3422331416---
40k------------
V3->N17555331318888
40k->N17------------
Designed555331319898
-------------
MAX V3466443739---
MAX V3->N17522443235555
MAX N17 (Design)722552223333
MAX Designed722443234444
Special rules: Acute Senses, Night vision, Access to Cunning
Note: almost untouched from V3.0


SSLYTH (114TG)
Stats originMWSBSSTWIALdClWilInt
V3522442427---
40k833554432---
V3->N17655442327777
40k->N177445543312121212
Designed7445523211898
-------------
MAX V35665547410---
MAX V3->N17622554244444
MAX N17 (Design)922773233333
MAX Designed922664246333
Special rules: Fear, Multi-armed, Not a Leader
Note: this is currently the more expansive species. The 40k profile is impressive with S5, T5, W4, A3 but a disturbing Ld2 (convert to 12+).


JOKAERO (80TG)
Stats originMWSBSSTWIALdClWilInt
V3412331317---
40k664233327---
V3->N17565331417777
40k->N17575233427777
Designed565233428876
-------------
MAX V34564436310---
MAX V3->N17532443234444
MAX N17 (Design)722454233333
MAX Designed732444234333
Special rules: Munitioneer, Wall Walker, Access to Savant, Not a Leader
Note: the 40k profile is very interesting with W3 but T3, with A2 but S2. The max stats have been caped to W4 and T4 to prevent unfluffy King Kong creation.


STRYXIS (41TG)
Stats originMWSBSSTWIALdClWilInt
V3522331415---
40k------------
V3->N17655331319999
40k->N17------------
Designed655331319999
-------------
MAX V3566443738---
MAX V3->N17622443236666
MAX N17 (Design)822552223333
MAX Designed822443235334
Special rules: Savvy Trader, Hatred (Eldar)
Note: The V3.0/NCE "Fixer" skill is now completely equivalent to the N17 "Savvy Trader" skill and not the N17 "Fixer". This is not a typo. Other stats are direct translation from V3.0.

This is all! Feel free to comment ;)
 
Really impressve stuff @alphonse! Great to see the progression of how things have been worked out, should give players a good level of confidence that the Species are well balanced!

A few more specific thoughts:

Grots/Ratlings:
Agreed these are very cheap, I wonder if perhaps we should artificially raise a couple of their stats to push the base price up to something more reasonable? WS seems a good option, I'm not sure that 6+ is a fair depiction of their combat abilities (especially Grots, who are supposed to be relatively skilled but weak fighters)

This cheapness might also be a problem with Tau, but I'm less sure which base stats to push up... not WS, 6 is definitely right for them... maybe Int as they're more tech- minded?

Re: Ogryns, while I get that Str and T 7 are a concern, I do wonder if 6 (which Orks and Beastmen can also get) is high enough to properly depict them given that their whole 'thing' is being big and tough? Presumably there are at least a few heavy and special weapons that would still be getting 4+ or 3+ to wound, even at T7?

Edit: Or perhaps give them the option of T7 but not Str7?

Actually, thinking it through, the difference between T6 and 7 is minimal:
Str3 is 6+ to wound
Str4 is 5+
Str5 is 5+
Str6 is 4+ vs. T6 and 5+ vs. T7
Str7 is 3+ vs. T6 and 4+ vs. T7
Str8 and above (Probably not going to get high enough Str either way for 2+?) is 3+

So maybe it's not making a big difference either way... :p
 
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@Lysimachus Thank you for your feedbacks!

About "low tier" species, this is linked to the fact that cost are base on this minimal baseline (costing zero credits in N17):
MWSBSSTWIALdClWilInt
35523151109109

As you see, the minimal T is 3. Just dropping to T2 get you to a negative cost. Thus the artificial necessity to increase other things or giving skills/special rules.


About Grot, I agree with you, we could boost them. I get your point on WS. I had added "Night Vision" when reading fluff about them for this very reason, to raise the cost (otherwise they would have been almost negatively costed :eek:). To give you a proper idea, if we set the WS to 5+, the new cost is 14TG (to be rounded to 15TG).
There was a lot of discussions about preventing "grot spam" in V3.0. Sure, the low cost is a tentation. We have two complementary way to prevent this:
- arbitrarily raise their cost over their "real value".
- keep a unimpressive profile to prevent a game abuse with effective spam.
- limit their number with a special rule

About this last point, we could either:
- clearly state a limit within a warband as "can't take more than X grot"
- impose a ratio "can't have more than 3:1 grot:eek:rk"
- require that each grot should obligatory be an initiate​
To prevent problem with "grot rebels" warbands, we could state that these rules apply except when the whole warband is exclusively constituted of grots.​

About Ratling, I had leveled up the intelligence to 7 when creating their profile but lowered their Cool to be less "Human". There are not so many things we can do for them. Maybe grant them access to cunning (in addition to Agility). This would raise their cost to 18TG (rounded to 20TG). Or we could give them a skill among Cunning or Agility (21TG, almost no difference, as rounded to 20TG too). Ratling cost is a concern, between grot and tau, I can't see them as equivalent to neither of this species. Maybe keep them low at 15TG but prevent abuse with a more severe "little-fingered" rule

About Tau, with an increase to Int, they would be costed as follow: Int 8= 18TG, Int 7= 20TG, Int 6= 21TG (so when rounded, completely equivalent, just 20TG as currently). If we set Willpower to 8 and Int to 6, this get us to 23TG (rounded to 25TG). I'm a little bit concerned about "Int 6" since the only other species starting at this level is Jokaero who have a true reputation of wonderful mind. Alternatively we could grant them access to Shooting skills and raise their Int to a sensible 7 (23TG rounded to 25TG). Taking into account that their weapons could let them be quiet impressive in shooting, maybe it's over abuse to grant them further shooting skills from the start. Plus, their weapons could be set more expansive than "classic" weapons, taking them to a higher price point when created and fully equipped.

About Ogryn, you're right! If Orks/Beastmen could get to S6T6, why Orgyns couldn't reach S7T7. I was afraid about getting to high and S6T6 was almost a redline for me, but I get your point. Plus, they are simple-minded.


So, to sum up, we could change things like this:
  1. Grot = WS to 5+, cost is 15TG (and add rules about "unless the whole warband is made up exclusively of grots, each grot has to be recruited as an initiate")?
  2. Ratling = Acces to Cunning, cost is 20TG -- OR let them unchanged at 15TG (same as grot) but further nerfed them with a readjusted "little-fingered" rule?
  3. Tau = Int to 7+, Acces to Shooting, cost is 25TG -- OR let them unchanged and care about more expansive exclusive weapons?
  4. Ogryn = Max S/T to 7?
What do you think about that? Other ideas to better reflect the spirit of this species?

Personally, I'm concerned about the Human baseline compared to the Minimal baseline of N17. I would prefer to have a full compatibility with N17 if people want to take some of Inquisimunda warbands and play them as a N17 Gang. This implies to change the way Position modifiers are designed. The alternative could be to create a dedicated chapter inside Inquisimunda to guide people in N17 gang creation. Don't know...

@Blood Donor Thank you very much for your support! It's important because now, the community seems not yet as much interested by a N17 portage than last year. I'm conscious this could be because of a too early stage of N17 Inquisimunda, thus the energy we put to set a base for as much stuff as possible. The other reason could be a mix of the current state of N17 (a lot of FAQ unanswered) and the soon to be released Kill Teams. Whatever the context, Inquisimunda is a concept that could evolve according to the community wishes :)
 
...Tau = Int to 7+, Acces to Shooting, cost is 25TG -- OR let them unchanged and care about more expansive exclusive weapons?...

I really like the idea of giving them the changes rather than the expansive exclusive list approach. A gripe of mine against 40K is that because there are a wide variety of armies and each has many unique weapons or side perks that sometimes it feels like your opponent is just making stuff up as they go :p Where I think the simplicity is beautiful is where you have now drafted up many unique character species classes that all adhere to the same stat line structure, and that if they had specific combinational access to skills and equipment (a pool of which that was not too large and tedious to comprehend for an average player) that you could essentially make a wide array of unique individual characters within a collection of species classes without having obscurities or bizarre niche items to define them. So while I'munda is by definition more varied than Necromunda, it should still be in the combinations that character design occurs so that the equipment and skills still can feel familiar.
 
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@Blood Donor You're completely right, this is a better approach for a more balanced game and customization.
About the species and their cost, if in the coming months we get a better "cost calculator", we already have a starting point for stats readjustment.
Where I'm really stuck for now is about weapons... There seems to be no regular logic behind this. There are some huge cost differences between equivalent stuff, and in contrary, small gaps between totally different power levels. I know this is not the appropriate thread to discuss this but, indeed, if we choose to create our own balanced system cost for weapons, why not create this for species and positions? In one hand, this will prevent full compatibility with N17. In the other hand, we have something like 100 weapon profiles to create and cost.
What do you think?

@Basileus Thank you very much! Comments and feedbacks are a great part of this community work. Don't hesitate to tell what you would change or find odd ;-)
 
Following the release this week-end of the Drukhari codex, I've updated the stats of the Sslyth species.

SSLYTH (126TG)
Stats originMWSBSSTWIALdClWilInt
V3522442427---
40k833553436---
V3->N17655442327777
40k->N17744553338888
Designed744552328898
MAX V35665547410---
MAX V3->N17622554244444
MAX N17 (Design)922773233333
MAX Designed922664253333
Special rules: Fear, Multi-armed, Not a Leader

This is still the most expansive species (rounded down to 125TG). Light update on Ld (from 11 to 8).
I will update include this into the next draft update ;-)
 
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...if we choose to create our own balanced system cost for weapons, why not create this for species and positions? In one hand, this will prevent full compatibility with N17. In the other hand, we have something like 100 weapon profiles to create and cost.
What do you think?...

I often use the example that if Necromunda is an Undergraduates Degree equivalent as far as being a detailed game system with solid depth of design and gameplay, that Inquisimunda would then be the Masters Degree. Anyone stepping from the first to the second, regardless of it being based on the NCE or N17, should have a fairly strong grasp of how Necromunda works in order to comprehend the required differences in how Inquisimunda is built. The play mechanics are there for full familiarity, but one cannot assume that the Boltgun just ports over directly as it is stated and costed in 8th Ed 40K. I don't think there need be fear of straying in some instances from how the crunch balance works in Necro since most I'munda players will likely comprehend the necessity of massaging the numbers to make it functional for the more diverse game system.
 
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@alphonse You might consider having a rule where grots can't activate beyond a certain amount unless you have a grotherder in your war band or if they're near a model that has a squid hound or something. If that's not the case is there a model cap for war bands or some sort of "You can't have more than 6 of these guys and you need to have at least 1 but no more than 3 of these guys?"
 
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@Hungryclone Your'e right, good point! This was debated in the development of V3. The only case where I could see a full Grot warband is for a rebel warband. At 10TG each for now and a total budget of 1000TG, yes, we could face an over abuse.
In SWA, i like the model cap for teams. There is no such thing in Inquisimunda for now.

One way to do this could be to add a rule for them in two parts:
  1. There is a Grot Leader - cap the total number of models in the war bands (something around 20?) and possible activations during a turn (could limit the number of ready tokens, something like 10 tokens?).
  2. There is not a Grot Leader - cap the ratio of grot in the warbands (something like 25%?). Each Squid hound could add to this by "controlling" a small swarm of grot (5 each?)
 
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I hope this is the right place to ask this.
I've been checking out the current Inquisimunda rules, trying to put together some profiles to match some models I've built. For the most part, it's working pretty well, so hats off to those who have worked on this project, for making something easy to adapt to a variety of warbands.

However, I can't seem to find any species profile for servitors, despite them being listed as an option for inquisitor and mechanicus warbands. Is this just an oversight/error in the current rules pdf? Or are the servitor rules still being written? Are servitors simply a thematic choice that uses an existing species profile such as the ordinary human one?

If I'm just blind, and they're already in the rules, please let me know.
 
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I hope this is the right place to ask this.
I've been checking out the current Inquisimunda rules, trying to put together some profiles to match some models I've built. For the most part, it's working pretty well, so hats off to those who have worked on this project, for making something easy to adapt to a variety of warbands.

However, I can't seem to find any species profile for servitors, despite them being listed as an option for inquisitor and mechanicus warbands. Is this just an oversight/error in the current rules pdf? Or are the servitor rules still being written? Are servitors simply a thematic choice that uses an existing species profile such as the ordinary human one?

If I'm just blind, and they're already in the rules, please let me know.

I don’t think that part had been decided/updated yet. We were discussing forces like say Dark Mechanicum being able to take Ork or Tau servitors etc
 
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A couple of observations:

-S7/T7 should be fine for Ogryns. It would've been broken in older editions, but the nature of the new wound chart is such that odd numbers matter much less than even ones. T7 is only better than T6 versus hits which are themselves S6/7, and vice-versa. (Or S12/13, but I don't see that coming up a lot given the general lack of titans in Inquisimunda.) It also makes them unequivocally the strongest, toughest things on the table, which feels appropriate.

-Conversely, I think Orks should be limited to S5/T5. Although they're demonstrably able to get bigger and tougher than that, the way Orks work means that it won't happen at warband scales; they need the energy of a whole lot of subordinate Orks to get there. (Possibly beastmen too, although that one's more of a subjective preference.)

-Squats should probably be capped at S4, both because it fits the archetype better and because it makes physical sense; even if they've got greater muscle density, their shorter limbs mean they have less leverage and are thus able to put less force into a swing or a punch, so keeping their overall effective strength at parity with baseline humans seems about right.

-I think it'd be worth writing up a statline for Astartes. The usual argument against it is that it would make them seem too "common" and lead to a surfeit of them, which isn't without merit (it did happen to an extent in Inq54 after all), but I reckon the possibilities opened up outweigh this. It'd be interesting to hear what others think though.
 
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A couple of observations:

-S7/T7 should be fine for Ogryns. It would've been broken in older editions, but the nature of the new wound chart is such that odd numbers matter much less than even ones. T7 is only better than T6 versus hits which are themselves S6/7, and vice-versa. (Or S12/13, but I don't see that coming up a lot given the general lack of titans in Inquisimunda.) It also makes them unequivocally the strongest, toughest things on the table, which feels appropriate.

-Conversely, I think Orks should be limited to S5/T5. Although they're demonstrably able to get bigger and tougher than that, the way Orks work means that it won't happen at warband scales; they need the energy of a whole lot of subordinate Orks to get there. (Possibly beastmen too, although that one's more of a subjective preference.)

-Squats should probably be capped at S4, both because it fits the archetype better and because it makes physical sense; even if they've got greater muscle density, their shorter limbs mean they have less leverage and are thus able to put less force into a swing or a punch, so keeping their overall effective strength at parity with baseline humans seems about right.

-I think it'd be worth writing up a statline for Astartes. The usual argument against it is that it would make them seem too "common" and lead to a surfeit of them, which isn't without merit (it did happen to an extent in Inq54 after all), but I reckon the possibilities opened up outweigh this. It'd be interesting to hear what others think though.

These are all good points though I would argue against a cap of S4 for Squats. I do think astartes being part of the game is ok. Though a cap of 0-2 is probably a good idea.
 
I'd say there's really not much point in capping Astartes if there's no cap for Ogryns, Sslyth or other similarly powerful things. Singling them out would just seem arbitrary. If they're costed appropriately it should sort itself out.

Out of curiosity, what's your argument for S5 squats?