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Running The Campaign

RAW ✔️ Source: Necromunda: Ash Wastes Rulebook

The Ash Wastes Campaign is broken down into two main parts, divided by a period of downtime allowing gangs to lick their wounds and consolidate their strength before the bloody final confrontation is played out. As a guideline, each part runs for three cycles in which battles are played and victories are tallied. At the end of each cycle (as determined by the Arbitrator), the effects of the players' battles are applied to the campaign - income is gathered, Trade Routes pay off and any other campaign events will come into play or come to a conclusion.

The Ash Wastes Campaign is divided into three phases, all of which run for a fixed length of real time:

  1. Season of Flame - Three Cycles
  2. Downtime - One Cycle
  3. Season of Ash - Three Cycles

Each phase is broken down as follows:

Issuing And Accepting Challenges

During an Ash Wastes Campaign, battles are fought on a challenge basis:

  • During each cycle, each player may issue one challenge to another gang to do battle over control of a Road Section nominated by the challenger:
    • During the Season of Flame phase, the challenger nominates one uncontrolled Road Section to be the stake of the battle. This is then removed from the pool by the Arbitrator until the battle is concluded.
    • During the Season of Ash phase, the challenger nominates one Road Section controlled by the gang they are challenging to be the stake of the battle.
  • If one of a gang's fighters has been captured by another gang, rather than challenging for a Road Section, a gang that has had one of its fighters captured by another gang may issue a challenge to that gang to play a Rescue Mission (see page 148).
  • When a gang is challenged, they may accept or decline. If the challenge is accepted, a battle is fought. If the challenge is declined, the Road Section is automatically claimed by the challenger.
  • If a gang receives two or more challenges within a single campaign cycle, they may decline the second and any subsequent challenges without penalty, provided they have also issued at least one challenge themselves.
  • If a player has played all outstanding battles (including their issued challenge and any challenges accepted) and there is still time left in the campaign cycle, they may issue another challenge.

The gang that wins the battle takes control of the Road Section (or retains control of the Road Section, as the case may be). If the battle results in a draw:

  • During the Season of Flame phase, neither gang takes control of the Road Section.
  • During the Season of Ash phase, the gang that controlled the Road Section before the battle retains control of the Road Section.

Scenario Selection Tables

When a challenge is issued, the scenario played is based upon the region of the ash wastes the staked Road Section is in. Roll a D6 on the relevant table to determine which Scenario is used.

Near Wastes

D6Result
1The player with the greater number of Road Sections chooses which scenario to play. If both players have the same number of Road Sections, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker.
2Play the Looters scenario.
3Play the Settlement Raid scenario.
4Play the Settlement Showdown scenario.
5Play the Bone Road Death Race scenario.
6The player with the fewest Road Sections chooses which scenario to play. If both players have the same number of Road Sections, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker.

Deep Wastes

D6Result
1The player with the greater number of Road Sections chooses which scenario to play. If both players have the same number of Road Sections, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker.
2Play the Fuel Hunt scenario.
3Play the Breakdown scenario.
4Play the Rescue Mission scenario.
5Play the Cargo Run scenario.
6The player with the fewest Road Sections chooses which scenario to play. If both players have the same number of Road Sections, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker.

Wild Wastes

D6Result
1The player with the greater number of Road Sections chooses which scenario to play. If both players have the same number of Road Sections, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker.
2Play the Beast scenario.
3Play the Incoming Storm scenario.
4Play the Ambush scenario.
5Play the Wasteland Encounter scenario.
6The player with the fewest Road Sections chooses which scenario to play. If both players have the same number of Road Sections, both players should roll a D6, with the player who rolls the highest choosing. If the scenario dictates there is an attacker and a defender, the player who chooses the scenario is the attacker.

1. Season of Flame Phase (3 Cycles)

The first part of the Ash Wastes Campaign follows the gangs as they attempt to set up their Trade Routes and disrupt those of their rivals. During this phase, the following rules apply:

  • At the beginning of each cycle, gangs gain income from their Road Sections and benefits from their Trade Routes (note this is different from the normal post-battle sequence where you gain income from each Territory after each battle).
  • In the first two cycles of this phase, all battles are considered to take place during the Season of Flame (see Battles in the Ash Wastes page 128). In the last cycle of the phase, players roll a D6 before each battle: on a 1-4 the battle takes place during the Season of Flame, on a 5-6 it takes place during the Changing Seasons.
  • Only unclaimed Road Sections may be claimed as rewards for gang battles (see Issuing and Accepting Challenges).

2. Downtime (1 Cycle)

During Downtime, gangs have a chance to recover and regroup, taking the opportunity to re-equip, fix up wounded fighters and repair and upgrade vehicles. Exceptionally bold and active players might put their gangs through a special side battle (as follows) if they just can't be away from the roar of guns and chainblades for that long.

The Effects of Downtime

After their last battle of the Season of Flame phase, players complete the following steps at the end of the post-battle sequence:

  1. Fighters Recover
  2. Captives are Returned
  3. Experienced Juves and Prospects are Promoted
  4. Fresh Recruitment

1. Fighters Recover

Any In Recovery boxes on the gang roster are cleared.

2. Captives Are Returned

Any Captured fighters are released. The gang that had Captured them receives half their credits value (rounding up to the nearest 5 credits).

3. Experienced Juves And Prospects Are Promoted

If any gang contains any Juves or Prospects with five or more Advancements, they may be promoted. Their characteristics and credits value are unaffected, but their Type is changed as described in their fighter entry.

4. Fresh Recruitment

All gangs gain 250 credits to spend on new equipment from their Gang Equipment List or to recruit new fighters, vehicles and/or Hangers-on. These credits must be spent now and cannot be added to the gang's Stash. Gangs may supplement these credits with extra credits from their Stash.

Side Battles

Side battles are special battles fought during Downtime. While most players will be happy with taking a break for a week and getting ready for the Season of Ash phase, there may be a few who can't go a week without their fix of gang warfare. To satisfy this need, an Arbitrator can run one or more side battles during Downtime. Side battles are fought after the effects of Downtime are applied.

Side battles should, as a rule, be unusual, and have no effect on the campaign as a whole. They are a great opportunity for the Arbitrator to design a custom scenario, to use the Arbitrator tools from the Necromunda Rulebook, or to play some of the narrative scenarios. Models can earn Experience and suffer Lasting Injuries or Lasting Damage from a side battle, but should not gain or earn Income, or gain credits or Reputation as a reward for a side battle. Instead, the Arbitrator should create a special reward for the victor or victors of a side battle, such as an unpredictable piece of archeotech, a unique chem, or a custom Gang Tactic.

Season of Ash Phase (3 Cycles)

The second part of the Ash Wastes Campaign sees gangs defend their Trade Routes against both their rivals and the elements, as well as destroy those set up by other gangs. During this phase the following rules apply:

  • At the beginning of each cycle, gangs gain income from their Road Sections and any benefits for Trade Routes they control (note this is different from the normal post-battle sequence where you gain income from each Territory after each battle).
  • In the first cycle of the phase, players roll a D6 before each battle: on a 1-4 the battle takes place during the Season of Ash, on a 5-6 it takes place during the Changing Seasons. In the last two cycles of this phase, all battles are considered to take place during the Season of Ash (see page 129).
  • Only controlled Road Sections may be fought over and claimed as a reward by the victor of a gang battle (see Issuing and Accepting Challenges).

Winning

Victory in the Ash Wastes Campaign can be measured in many ways, however, setting up a functioning Trade Route is a fine achievement in itself. At the end of the campaign, the Arbitrator awards Triumphs to the players depending on how their gangs have performed during the campaign. Some of these reflect the length and wealth of their Trade Routes, or the damage done to their rivals, while others are more personal and reward gangs who have earned the most impressive reputation or outlived the competition.

The Arbitrator should have a look at the following Triumphs at the start of the Ash Wastes Campaign as some of them require keeping track of how many battles each gang has won, and of which kind. Likewise, the Arbitrator might like to make the players aware of the different Triumphs at the beginning of the campaign so that each player can decide if there is one or more they wish to achieve. Below are a list of the Ash Wastes Campaign Triumphs:

Triumphs

TriumphsCondition
Road MasterThe player that held the longest unbroken chain of Road Sections at the end of the campaign.
As Far as the Eye can SeeThe player that had control of the most Road Sections at the end of the campaign.
Road of CorpsesThe player that killed the most enemy fighters over the course of the campaign.
Let it BurnThe player that wrecked the most enemy vehicles in a single battle.
Do You Know Who I Am!The player that had the highest reputation by the end of the campaign.