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.
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.
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
| D66 | Road Section | Connects | Location | Income |
|---|---|---|---|---|
| 11 | Crater's Shadow | Ironcrag - Grave Run | Deep Wastes | 2D6 credits |
| 12 | Grave Run | Crater's Shadow - Storm Road | Deep Wastes | D6 credits |
| 13 | Storm Road | Grave Run - Ash Storm Observatory | Near Wastes | 2D6 credits |
| 14 | Iron Ridge | Ash Storm Observatory - Light's End | Near Wastes | D6 credits |
| 15 | Tubeway One | Radfalls - The Dive | Deep Wastes | 2D6 credits |
| 16 | Near Reaches | Rust Deeps - Far Reaches | Deep Wastes | 2D6 credits |
| 21 | Far Reaches | Near Reaches - Spine Ridge | Deep Wastes | 3D6 credits |
| 22 | Deeps | Rust Deeps - Krok Pass | Near Wastes | 2D6 credits |
| 23 | Krok Pass | Deeps - Crater's Edge | Deep Wastes | D6 credits |
| 24 | Low Road | Six Holes - Witherwell | Deep Wastes | D6 credits |
| 25 | High Road | Witherwell - Cogway | Near Wastes | 2D6 credits |
| 26 | Cogway | High Road - Cinderak City | Near Wastes | 2D6 credits |
| 31 | Fiveways | Ash Storm Observatory - Clearway | Near Wastes | 2D6 credits |
| 32 | Clearway | Fiveways - The Flats | Near Wastes | 3D6 credits |
| 33 | The Flats | Clearway - Cinderak City | Near Wastes | 3D6 credits |
| 34 | Ore Road | Spider Mines - Ore Pass | Deep Wastes | 3D6 credits |
| 35 | Ore Pass | Ore Road - Cinderak City | Near Wastes | 2D6 credits |
| 36 | Outcasts Passage | Radfalls - Cinderak City | Near Wastes | 3D6 credits |
| 41 | Blades Cut | Brokebone Fighting Pits - Klassmar's Choice | Deep Wastes | 2D6 credits |
| 42 | Klassmar's Choice | Blades Cut - Cinderak City | Near Wastes | D6 credits |
| 43 | The Baked Expanse | Rust Deeps - The Hilt | Near Wastes | 2D6 credits |
| 44 | The Hilt | The Baked Expanse - The Wyrd | Near Wastes | 3D6 credits |
| 45 | The Wyrd | The Hilt - Bullet Gate | Near Wastes | 2D6 credits |
| 46 | Bullet Gate | The Wyrd - Cinderak City | Near Wastes | 2D6 credits |
Unsanctioned Road Sections
| D66 | Road Section | Connects | Location | Income |
|---|---|---|---|---|
| 51 | The Radlight Expanse | Light's End - Spider Mines | Wild Wastes | 3D6 credits |
| 52 | Freedom Passage | Spider Mines - Radfalls | Wild Wastes | 2D6 credits |
| 53 | Helot's Path | Radfalls - Brokebone Fighting Pits | Wild Wastes | 2D6 credits |
| 54 | Khimerix Caves | Brokebone Fighting Pits - Beast Run | Wild Wastes | 3D6 credits |
| 55 | Beast Run | Khimerix Caves - Gark's End | Deep Wastes | 2D6 credits |
| 56 | Gark's End | Beast Run - Rust Deeps | Near Wastes | D6 credits |
| 61 | Edge Road | Crater's Edge - Shimmer Falls | Deep Wastes | D6 credits |
| 62 | Shimmer Falls | Edge Road - Six Holes | Wild Wastes | 2D6 credits |
| 63 | Raider's Refuge | Six Holes - Night Passage | Wild Wastes | 2D6 credits |
| 64 | Night Passage | Raider's Refuge - Ironcrag | Wild Wastes | 2D6 credits |
| 65 | The Twin's Pass | Ironcrag - Cracked Canyon | Wild Wastes | 2D6 credits |
| 66 | Cracked Canyon | The Twin's Pass - Witherwell | Wild Wastes | 3D6 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 Route | Start & End | Trading Bonus | Raiding Bonus |
|---|---|---|---|
| Shadows Ridge | Ironcrag - Ash Storm Observatory | 3D6x10. | 2D6x10. |
| Spire Straight | Ash Storm Observatory - Cinderak City | 1 Bounty Hunter (every battle this cycle). | D6x10. |
| Beaten Path | Rust Deeps - Cinderak City | 3D6x10. | 3D6x10. |
| Crater Run | Crater's Edge - Rust Deeps | 50% discount on Hangers-on (rounded up to nearest 5 credits). | 3D6x10. |
| Angel's Return | Six Holes - Cinderak City | 2D6x10. | 1 Hive Scum (every battle this cycle). |
| Oilslick Run | Ironcrag - Cinderak City | 5D6x10. | 4D6x10. |
| Dawn Run | Light's End - Cinderak City | 4D6x10. | 5D6x10. |
| Crooked Road | Crater's Edge - Cinderak City | 1 Ganger. | +1 Reputation. |
| Ore Road | Spider Mines - Cinderak City | -2 Rarity for all Trading Post items. | 2D6x10. |
| Scrap Way | The Dive - Cinderak City | 2D6x10. | 3D6x10. |