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Setting Up The Campaign

RAW ✔️ Source: Necromunda: Ash Wastes Rulebook

Setting up an Ash Wastes Campaign is a task that falls to the Arbitrator. To set up the campaign, the Arbitrator must make sure that all the players have founded their gang and been given their starting Road Sections. This is best done in a single evening or session where everyone playing in the campaign meets and goes through all the steps of setting up the campaign together and generally gets excited about the fun ahead.

Outlaws And Ash Waste Nomads (Raiders)

Outlaw gangs and Ash Waste Nomads have a special role to play within an Ash Wastes Campaign. While Outlaw gangs, such as Corpse Grinder Cults and Genestealer Cults, can be given Trade Routes and roads like other gangs - it can be imagined they are taking these places over for their own dark purposes - they can also be Raiders. The Arbitrator can decide if these gangs will be Raiders or not at the start of the campaign. Ash Wastes Nomads do not control Trade Routes - rather they are always Raiders.

Raiders gain credits as normal for controlling Road Sections, extracting them through larceny and destruction rather than tolls. However, instead of gaining the benefits of controlling Trade Routes they disrupt them, gaining special bonuses.

Set Start And End Dates

The Ash Wastes Campaign is divided into six campaign cycles, separated by a single cycle of downtime after the first three cycles, meaning the campaign will last a total of seven cycles. For ease, we have set each cycle as a week, as this is usually how often gaming groups or groups of friends get together to play, however, if the players choose then a cycle can represent a longer or shorter period of real time. The first step in setting up the campaign is for the Arbitrator to determine the start date, the end date and when the downtime cycle will fall. They then share this information with the players.

Starting Roads And Trade Routes

During the Ash Wastes Campaign, each gang begins play with two randomly-determined Road Sections. Each Road Section links two or more places to one another and can be used to claim a Trade Route between these places.

Depending on the number of players in the campaign the Arbitrator might not wish to include all the roads - after all, if the players don't need to fight each other to complete their goals then it will be a dull campaign indeed! Note though that no unclaimed Road Sections are added after the Season of Flame phase has ended (see page 121).

Use the following guidelines when setting up the campaign:

  • Build a Road deck including at least four Road Sections for each player. More Road Sections can be included but this number helps keep the campaign focused. If only using some of the Road Sections, the Arbitrator should use the map on page 116 to select Road Sections that are connected.
  • The Arbitrator randomly draws two Road cards (or generates them on the table on page 117) for each player, in either a random order or an order chosen by the Arbitrator. Roll a D66 to determine the Road Section the player's gang starts with. Once a road has been claimed by a gang, it is removed from the deck.
  • Any remaining Road Sections are left in the deck and are considered to be unclaimed. For more details on claiming roads and creating Trade Routes, see Issuing and Accepting Challenges on page 119.
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Territories In An Ash Wastes Campaign

In an Ash Wastes Campaign, players fight over a special kind of Territory called Road Sections. When playing an Ash Wastes Campaign, the two terms can be used interchangeably.

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Maps And Environments

On the next page is a map showing the area of Necromunda that the Ash Wastes Campaign is fought over. There are official routes that are comparatively safe with at least nominal oversight by Lord Helmawr, these go through the comparatively 'safe Near Wastes and Deep Wastes. In addition, some especially brave or foolhardy traders choose to travel through the deepest and wildest parts of the wastes. While such an endeavour is perilous and fraught with danger, the rewards can be massive as you can cross distances much quicker and with no official oversight. We represent these routes in the campaign with Unsanctioned Road Sections, most of which are located in the Wild Wastes, dramatically increasing the lethality of battles fought to control them.

Arbitrators may wish to make their own map for the campaign, the advantages to having a map is the Arbitrator can use it to show the opening and demise of different Trade Routes, sending copies to the players each cycle so they can see if new gang territories have appeared, old ones have vanished or new Trade Routes have opened up. These maps can be as simple or as complex as the Arbitrator wishes, and could simply be some names on a piece of paper connected by lines, right up to detailed grid or hex maps showing all manner of information from wasteland perils to the location of the great hives.

Another use for maps is for helping the players and the Arbitrator choose opponents for battles and the environments they might fight in. As players can see which gangs are connected to their Trade Routes and the kind of terrain they might have to battle it out in, this can inform the terrain used for the players' battlefields as well as if a gang might need to travel through hostile territory to reach their intended target.

Road Rules

RAW ✔️ Source: Necromunda: Ash Wastes Rulebook

Each Road Section represents a different part of the wastes, and when gangs are fighting over the Road Section they are fighting in that part of the wastes. In a battle where the Road Section has been selected as the reward, battlefield effects should be generated from the corresponding Environment tables (see Battles in the Ash Wastes on page 124) - this is either Near Wastes, Deep Wastes or Wild Wastes.

Ash Wastes Road Sections

Sanctioned Road Sections

D66Road SectionConnectsLocationIncome
11Crater's ShadowIroncrag - Grave RunDeep Wastes2D6 credits
12Grave RunCrater's Shadow - Storm RoadDeep WastesD6 credits
13Storm RoadGrave Run - Ash Storm ObservatoryNear Wastes2D6 credits
14Iron RidgeAsh Storm Observatory - Light's EndNear WastesD6 credits
15Tubeway OneRadfalls - The DiveDeep Wastes2D6 credits
16Near ReachesRust Deeps - Far ReachesDeep Wastes2D6 credits
21Far ReachesNear Reaches - Spine RidgeDeep Wastes3D6 credits
22DeepsRust Deeps - Krok PassNear Wastes2D6 credits
23Krok PassDeeps - Crater's EdgeDeep WastesD6 credits
24Low RoadSix Holes - WitherwellDeep WastesD6 credits
25High RoadWitherwell - CogwayNear Wastes2D6 credits
26CogwayHigh Road - Cinderak CityNear Wastes2D6 credits
31FivewaysAsh Storm Observatory - ClearwayNear Wastes2D6 credits
32ClearwayFiveways - The FlatsNear Wastes3D6 credits
33The FlatsClearway - Cinderak CityNear Wastes3D6 credits
34Ore RoadSpider Mines - Ore PassDeep Wastes3D6 credits
35Ore PassOre Road - Cinderak CityNear Wastes2D6 credits
36Outcasts PassageRadfalls - Cinderak CityNear Wastes3D6 credits
41Blades CutBrokebone Fighting Pits - Klassmar's ChoiceDeep Wastes2D6 credits
42Klassmar's ChoiceBlades Cut - Cinderak CityNear WastesD6 credits
43The Baked ExpanseRust Deeps - The HiltNear Wastes2D6 credits
44The HiltThe Baked Expanse - The WyrdNear Wastes3D6 credits
45The WyrdThe Hilt - Bullet GateNear Wastes2D6 credits
46Bullet GateThe Wyrd - Cinderak CityNear Wastes2D6 credits

Unsanctioned Road Sections

D66Road SectionConnectsLocationIncome
51The Radlight ExpanseLight's End - Spider MinesWild Wastes3D6 credits
52Freedom PassageSpider Mines - RadfallsWild Wastes2D6 credits
53Helot's PathRadfalls - Brokebone Fighting PitsWild Wastes2D6 credits
54Khimerix CavesBrokebone Fighting Pits - Beast RunWild Wastes3D6 credits
55Beast RunKhimerix Caves - Gark's EndDeep Wastes2D6 credits
56Gark's EndBeast Run - Rust DeepsNear WastesD6 credits
61Edge RoadCrater's Edge - Shimmer FallsDeep WastesD6 credits
62Shimmer FallsEdge Road - Six HolesWild Wastes2D6 credits
63Raider's RefugeSix Holes - Night PassageWild Wastes2D6 credits
64Night PassageRaider's Refuge - IroncragWild Wastes2D6 credits
65The Twin's PassIroncrag - Cracked CanyonWild Wastes2D6 credits
66Cracked CanyonThe Twin's Pass - WitherwellWild Wastes3D6 credits

Claiming A Trade Route

Each Road Section connects two places, either a location (in bold) or another Road Section. To create a Trade Route between two fixed locations, a gang must control an unbroken chain of Road Sections that link the listed two locations together. Multiple gangs can control the same Trade Route by taking different routes through the wastes, if this happens, any gang who controls the route gains the benefits. When a gang gains income from their roads at the start of a campaign cycle, if they control a trade route they will gain additional benefits as detailed below depending upon whether they are Raiders or not.

Trade Route

Trade RouteStart & EndTrading BonusRaiding Bonus
Shadows RidgeIroncrag - Ash Storm Observatory3D6x10.2D6x10.
Spire StraightAsh Storm Observatory - Cinderak City1 Bounty Hunter (every battle this cycle).D6x10.
Beaten PathRust Deeps - Cinderak City3D6x10.3D6x10.
Crater RunCrater's Edge - Rust Deeps50% discount on Hangers-on (rounded up to nearest 5 credits).3D6x10.
Angel's ReturnSix Holes - Cinderak City2D6x10.1 Hive Scum (every battle this cycle).
Oilslick RunIroncrag - Cinderak City5D6x10.4D6x10.
Dawn RunLight's End - Cinderak City4D6x10.5D6x10.
Crooked RoadCrater's Edge - Cinderak City1 Ganger.+1 Reputation.
Ore RoadSpider Mines - Cinderak City-2 Rarity for all Trading Post items.2D6x10.
Scrap WayThe Dive - Cinderak City2D6x10.3D6x10.