Wasteland Gangs
RAW ✔️ Book of the Outlands, p38
Gang Composition
A Wastelands Gang follows the rules for founding a gang as found in the Necromunda Rulebook with the following change:
- They gain an additional 400 credits when being founded that can only be spent on crew, vehicles, fighters that come default with Wargear that grants the Mounted condition or on Wargear that grants the Mounted condition. Any unspent credits from this allowance are lost after the gang is founded (note that credits may be spent from the gang's initial 1,000 credits on vehicles as well).
Vehicle and Crew Characteristic Profiles
Since characteristic profiles on Vehicle cards are made up of both the crew characteristics and the vehicle characteristics, when each is presented separately a * represents the characteristics determined by the other part.
Adding Vehicles
Out in the ash wastes, you live or die by your wheels. To stand any chance of surviving the ash storms or lethal radiation from the toxic environment, you need transportation.
Adding a vehicle and crew to your roster is easy, follow these steps:
1. Hire a Crew
2. Assign them a Vehicle
3. Purchase Upgrades and Wargear
1. Hire A Crew
Most gangs have access to one or more crew. The main exception are the Ash Waste Nomads who cannot include vehicles but may include many different kinds of macro-insects. The profiles for the crews available to gangs can be found on page 42.
2. Assign Them A Vehicle
Every crew needs a vehicle to operate. You can either have them crew one from your gang's Stash or purchase a new one for them from their entry. The rules for creating a custom vehicle and some generic vehicles can be found on pages 60-79.
3 Purchase Upgrades and Wargear
All vehicles have a set number of Upgrade slots available (see page 64). These can be filled with Upgrades from the gang's Stash or purchased from the Trading Post. Full rules for equipping and removing Upgrades can be found on page 64.
There is no limit on the Wargear that may be fitted on a vehicle; the full list can be found on page 69.
Wasteland Gangs and Trade
Living as they do on the fringes of society, far away from the watchful eye of the Palanite Enforcers, Wasteland gangs have a less constrained view of either being an Outlaw or Law Abiding, with the line between the two being blurry at best. As such, reduce the penalties for either a Law Abiding gang seeking Illegal equipment or an Outlaw gang seeking Rare equipment by one.
Bikes and Cyber Cats and Choppers Oh My!
In the vast wastes of Necromunda there is a dizzying array of personal transport options used by gangers, ranging from the humble dirtbike to choppers and even exotic cyber-animals! These are all represented by the rules for a Waster's dirtbike. At the Arbitrator's discretion these can be further customised by using custom vehicle Upgrades and Wargear. If using this option, no more than one Upgrade from each area should be taken.
Note also that you cannot add Weapon Hardpoints to a Waster dirtbike – anything sturdy enough to have a Weapon Hardpoint should be represented with the Custom Vehicle rules.
Wasteland Gang Equipment List
Wasteland gangs (apart from Ash Waste Nomads) consider the following equipment to be part of their gang equipment list for all fighters (except crew).
Wargear
| Item | Credits |
|---|---|
| PERSONAL EQUIPMENT | |
| Waster's dirtbike | 50 |
Waster's Dirtbike
A fighter equipped with a Waster's dirtbike increases their Movement characteristic to 8" and gains the Mounted condition. This Wargear cannot be combined with any other Wargear that affects a fighter's movement, such as either a jump booster or grav-cutter.