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Ash Waste Nomads

RAW ✔️ Tribes of the Wastelands, p41

Ash Waste Nomads Gang List

Why Play An Ash Waste Nomads Gang?

Stalkers of the wastes, the Ash Waste Nomads are an enigmatic faction. Living completely separate and outside the rigid societal structure of Necromunda they roam the planet's surface in great tribes, trading with each other and at constant war with the hivers who would claim the wastes as their own.

In battle, an Ash Waste Nomads gang performs at its best when embracing a raiding style of play; striking hard and fast from cover before fading back into the wastes, disappearing like ghosts in the ash. Eschewing vehicles for the more reliable Dustback Helamites, it can be an intimidating prospect to come up against other gangs with large behemoths such as the Cargo-8 Ridgehauler, but Ash Waste Nomads can level the field with their unique weapon options like the electrostatic pulse emitter. If you wish to use the battlefield to your advantage then the Ash Waste Nomads may be the gang for you!

Gang Composition

An Ash Waste Nomads gang follows all the usual restrictions and guidelines for creating a gang as described in the Necromunda Core Rulebook.

Outlaw

An Ash Waste Nomads gang is automatically an Outlaw gang.

Alliances

An Ash Waste Nomads gang can never enter into an Alliance with another group.

Hired Guns

No Hired Gun will sign on to work with the Ash Waste Nomads, as such they cannot be hired by an Ash Waste Nomads gang unless explicitly stated in their rules.

Hangers-on

No Hangers-on will sign on to work with the Ash Waste Nomads, as such they cannot be hired by an Ash Waste Nomads gang unless explicitly stated in their rules.

Nomad Trading Post

Although the Ash Waste Nomads do not trade with other factions on Necromunda and so cannot access the Trading Post, they still trade amongst themselves between the various tribes. To represent this they have access to the Nomad Trading Post instead (see page 96).

Territories

Ash Waste Nomads rarely venture into the Underhive – only the direst of circumstances will force them to abandon the wastes. However it is not unheard of, either because they were caught far from any safe haven during one of Necromunda's freak Great Storms, or when raiding the edges of a hive for supplies.

Although the Ash Waste Nomads gang list is designed with the Outlands Campaign in mind, Arbitrators may wish to allow players to use them in any of the other campaigns available. While some campaigns (such as the Outlanders Campaign from Necromunda: Book of the Outcast) need very little work to allow Ash Waste Nomads to feature, others require more effort. Presented opposite are rules for using Ash Waste Nomads in a Dominion Campaign; these make a great starting point for allowing Ash Waste Nomads to participate in any of the other Necromunda campaign types.

Ash Waste Nomads In Dominion Campaigns

The following rules detail how the Ash Waste Nomads gang functions during a Dominion campaign.

Territories and Campaign Phases

Ash Waste Nomads cannot occupy and control Territories like other gangs. Instead, they start the campaign in control of a single Territory unique to them – the Nomads Outpost Territory.

Occupation Phase: During the Occupation phase, Ash Waste Nomads may challenge another gang for a nominated unoccupied Territory as normal. Similarly, another gang may challenge the Ash Waste Nomads to fight for a nominated unoccupied Territory as normal. If the Ash Waste Nomads win, rather than take control of the Territory, they must perform a Raid Territory action (as follows).

Takeover Phase: During the Takeover phase, the Ash Waste Nomads may challenge any gang for a Territory that the gang controls. If the Ash Waste Nomads win, they must perform a Raid Territory action (as follows). If, however, another gang challenges the Ash Waste Nomads during the Takeover phase then the other gang is assumed to be launching a bold assault against the Nomads Outpost Territory (as follows). The challenger cannot gain control of the Nomads Outpost, but will gain the benefits of a successful assault should they win. The Ash Waste Nomads cannot lose the Nomads Outpost.

Raid Territory: The Ash Waste Nomads claim anything of value in a series of brutal raids, crushing all opposition.

  • Replace the Territory with an Old Ruins Territory and if it is claimed it becomes unclaimed, as it has been razed to the ground by the Ash Waste Nomads – note the Ash Waste Nomads gain no Boons from it.
  • The Ash Waste Nomads add 4D6x10 credits to their Stash as they take anything of value to them from the Territory.

Unique Territory – Nomads Outpost

Heavily defended and thrown together from whatever materials are handy, a Nomads Outpost is a temporary base for the Ash Waste Nomads to operate from while raiding the Underhive.

Homeground

If challenged in the Takeover phase, the ensuing battle will automatically take place within the Nomads Outpost, representing a bold gang assaulting the outpost:

  • When the Nomads Outpost is assaulted, the battle will automatically use the rules for Tunnel Warfare (see page 185 of the Necromunda Core Rulebook).
  • The player that controls the Ash Waste Nomads sets up all of the tiles, doors, barricades and any other terrain features. They also decide if any of the doors are locked. The player who controls the Ash Waste Nomads treats all doors as unlocked, and can relock any door.
  • The player who controls the Ash Waste Nomads automatically has the Home Turf Advantage when the Nomads Outpost is assaulted.

Territory Boon

Income: The gang earns 2D6x10 credits from this Territory when collecting income.

Gang Assault: A gang can never take control of a Nomads Outpost. If, however, a gang should assault the Nomads Outpost and win the ensuing battle, that gang will gain 5 Reputation.

Additional Rules

Fighters

Ash Waste Nomads Kha'tragi Chieftain (Leader)

MWSBSSTWIALdClWilInt
6"3+4+3323+25+5+6+6+

Skills: 1 Primary skill (chosen) Wargear: Ash cloak, sky mantle Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2)

Special Rules

Gang Leader: An Ash Waste Nomads gang must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see Death of a Leader in the Necromunda Core Rulebook).

Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Ash Waste Nomads fighters that are within 12" of this fighter will automatically pass their Cool test and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Ash Waste Nomads fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Skills: When recruited, an Ash Waste Nomads Chieftain may choose one skill from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

An Ash Waste Nomads Chieftain has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWastelands
Secondary-SecondaryPrimary-PrimaryPrimary-Secondary
Equipment

An Ash Waste Nomads Chieftain is equipped with an ash cloak and a sky mantle (included in their starting cost), and may purchase weapons and Wargear from the Ash Waste Nomads Chieftain equipment list:

  • During the course of a campaign, an Ash Waste Nomads Chieftain may be given additional weapons and Wargear purchased from this list and the Nomad Trading Post.
  • An Ash Waste Nomads Chieftain has no restrictions upon the types of weapon they can take; all weapon types are available.

Ash Waste Nomads Chieftain Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Blast carbine25
Blast rifle15
Scavenged autogun10
PISTOLS
Blast pistol15
Scavenged stub gun5
Web pistol90
SPECIAL WEAPONS
Long rifle30
Venom caster160
Web gun125
HEAVY WEAPONS
Charge caster with shock blast and krak rockets*155
Heavy blaster*140
CLOSE COMBAT WEAPONS
Chain lance55
Long blade30
Mono-hook35
Stalking knife20
Wargear
ItemCredits
ARMOUR
Flak armour10
Mesh armour15
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Grav chute40
Medicae kit30
Photo-goggles35
Rocket pack5
Servo-harness – partial130
WEAPON ACCESSORIES
Infra-sight† (Pistols, Basic, Special and Heavy Weapons only)25
Mono-sight† (Basic, Special and Heavy Weapons only)35
Suspensors (Weapons with the Unwieldy trait only)60
Telescopic sight† (Pistols, Basic and Special Weapons only)25
STATUS ITEMS: EXOTIC BEASTS
0-2 Ashwing Helamite30
0-2 Unbound Helamite30

RAW ✔️ Tribes of the Wastelands, p44

Ash Waste Nomads Naku'taari Watcher (Champion)

MWSBSSTWIALdClWilInt
5"4+3+3323+26+6+7+7+

Skills: 1 Primary skill (chosen) Wargear: Ash cloak, sky mantle Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1)

Special Rules

Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Ash Waste Nomads fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Ash Waste Nomads fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.

  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

  • Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

  • Skills: When recruited, an Ash Waste Nomads Watcher may choose one skill chosen from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

An Ash Waste Nomads Watcher has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWastelands
---Secondary-SecondarySecondaryPrimaryPrimary
Equipment

An Ash Waste Nomads Watcher is equipped with an ash cloak and a sky mantle (included in their starting cost), and may purchase weapons and Wargear from the Ash Waste Nomads Watcher equipment list:

  • During the course of a campaign, an Ash Waste Nomads Watcher may be given additional weapons and Wargear purchased from this list and the Nomad Trading Post.
  • An Ash Waste Nomads Watcher has no restrictions upon the types of weapon they can take; all weapon types are available.

Ash Waste Nomads Watcher Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Blast carbine25
Blast rifle15
Scavenged autogun10
PISTOLS
Blast pistol15
Scavenged stub gun5
Web pistol90
SPECIAL WEAPONS
Long rifle30
Venom caster160
Web gun125
HEAVY WEAPONS
Charge caster
with shock blast and krak rockets*155
Heavy blaster*140
CLOSE COMBAT WEAPONS
Chain lance55
Long blade30
Mono-hook35
Stalking knife20
Wargear
ItemCredits
ARMOUR
Flak armour10
Mesh armour15
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Grav chute40
Medicae kit30
Photo-goggles35
Rocket pack5
Servo-harness – partial130
WEAPON ACCESSORIES
Infra-sight† (Pistols, Basic, Special and Heavy Weapons only)25
Mono-sight† (Basic, Special and Heavy Weapons only)35
Suspensor (Weapons with the Unwieldy trait only)60
Telescopic sight† (Pistols, Basic and Special Weapons only)25
STATUS ITEMS: EXOTIC BEASTS
0-2 Ashwing Helamite30
0-2 Unbound Helamite30

RAW ✔️ Tribes of the Wastelands, p46

Ash Waste Nomads Wy'tari Stormcaller (Champion)

MWSBSSTWIALdClWilInt
5"3+4+3323+28+6+6+7+

Skills: Mighty Leap, 1 Primary skill (chosen) Wargear: Ash cloak, Dustback Helamite Special Rules: Gang Hierarchy (Champion), Born in the Saddle, Call the Storm

Special Rules

Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Ash Waste Nomads fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Born in the Saddle: This fighter is more comfortable on their mount than on foot and would never be without it. Their Dustback Helamite Wargear must be included on every Fighter card for this fighter.

Call the Storm: While equipped with a Stormcaller staff, this fighter can perform the Change Weather (Double) Action during Ash Waste battles.

  • Change Weather (Double): If the Visibility (X") rule is not active for this battle, apply the Visibility (24") rule. Otherwise, either increase or decrease the value of X" by 6" to a minimum of 6". These effects last for the remainder of the battle and can be modified further by future uses of this ability.

Skills: When recruited, an Ash Waste Nomads Stormcaller may choose one skill chosen from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

An Ash Waste Nomads Stormcaller has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWastelands
--SecondarySecondary-SecondaryPrimary-Primary
Equipment

An Ash Waste Nomads Stormcaller is equipped with an ash cloak and Dustback Helamite (included in their starting cost), and may purchase weapons and Wargear from the Ash Waste Nomads Stormcaller equipment list:

  • During the course of a campaign, an Ash Waste Nomads Stormcaller may be given additional weapons and Wargear purchased from this list and the Nomad Trading Post.
  • An Ash Waste Nomads Stormcaller has no restrictions upon the types of weapon they can take; all weapon types are available.

Ash Waste Nomads Stormcaller Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Blast carbine25
Blast rifle15
Scavenged autogun10
PISTOLS
Blast pistol15
Scavenged stub gun5
Web pistol90
SPECIAL WEAPONS
Long rifle30
Venom caster160
Web gun125
CLOSE COMBAT WEAPONS
Chain lance55
Long blade30
Mono-hook35
Stalking knife20
Stormcaller staff35
Wargear
ItemCredits
ARMOUR
Flak armour10
Mesh armour15
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Bio-booster35
Filter plugs10
Medicae kit30
Photo-goggles35
WEAPON ACCESSORIES
Infra-sight† (Pistols, Basic, Special and Heavy Weapons only)25
Mono-sight† (Basic, Special and Heavy Weapons only)35
Telescopic sight† (Pistols, Basic and Special Weapons only)25
STATUS ITEMS: EXOTIC BEASTS
0-2 Ashwing Helamite30
0-2 Unbound Helamite30

RAW ✔️ Tribes of the Wastelands, p48

Ash Waste Nomads Tarh'noki Dust Rider (Prospect)

MWSBSSTWIALdClWilInt
5"4+4+3313+29+7+8+9+

Skills: Mighty Leap Wargear: Ash cloak, Dustback Helamite Special Rules: Tools of the Trade, Gang Fighter (Prospect), Promotion (Ash Waste Nomads Watcher or Ash Waste Nomads Stormcaller), Born in the Saddle, Hot-headed, Fast Learner

Special Rules

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Gang Fighter (Prospect): Fighters with this special rule form the backbone of Ash Waste Nomads gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Ash Waste Nomads Watcher or Ash Waste Nomads Stormcaller): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either an Ash Waste Nomads Watcher or an Ash Waste Nomads Stormcaller as the controlling player wishes.

When a fighter is promoted in this way, they will from now on count as an Ash Waste Nomads Watcher or an Ash Waste Nomads Stormcaller for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Ash Waste Nomads Watcher or Ash Waste Nomads Stormcaller), Born in the Saddle, Hot-headed and Fast Learner special rules and gain all the special rules associated with an Ash Waste Nomads Watcher or an Ash Waste Nomads Stormcaller, as appropriate.

Note that when a fighter is promoted in this way (especially when promoted to become a Stormcaller), an appropriate model should be used to represent their new category and type.

Born in the Saddle: This fighter is more comfortable on their mount than on foot and would never be without it. Their Dustback Helamite Wargear must be included on every Fighter card for this fighter.

Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule.

Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Skill Access

An Ash Waste Nomads Dust Rider has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWastelands
Secondary--PrimarySecondary----
Equipment

An Ash Waste Nomads Dust Rider is equipped with an ash cloak and a Dustback Helamite (included in their starting cost), and may purchase weapons and Wargear from the Ash Waste Nomads Dust Rider equipment list:

  • During the course of a campaign, an Ash Waste Nomads Dust Rider may be given additional weapons and Wargear purchased from this list and the Nomad Trading Post.
  • An Ash Waste Nomads Dust Rider may only be equipped with weapons chosen from this list, or from the Pistols, Special and Close Combat Weapons sections of the Nomad Trading Post.

Ash Waste Nomads Dust Rider Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Blast carbine25
Blast rifle15
Scavenged autogun10
PISTOLS
Blast pistol15
Scavenged stub gun5
Web pistol90
SPECIAL WEAPONS
Long rifle30
Venom caster160
Web gun125
CLOSE COMBAT WEAPONS
Chain lance55
Long blade30
Stalking knife20
Wargear
ItemCredits
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Bio scanner30
Filter plugs10
Photo-goggles35
STATUS ITEMS: EXOTIC BEASTS
0-2 Unbound Helamite30

RAW ✔️ Tribes of the Wastelands, p50

Ash Waste Nomads Tarn'runi Warrior (Ganger)

MWSBSSTWIALdClWilInt
6"4+4+3313+17+6+7+8+

Wargear: Ash cloak, sky mantle Special Rules: Gang Fighter (Ganger), Wasteland Snipers, Promotion (Ash Waste Nomads Specialist), Tools of the Trade (Ash Waste Nomads Specialist only)

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of Ash Waste Nomads gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Wasteland Snipers: Ash Waste Nomads Warriors treat long rifles as Basic Weapons instead of Special Weapons.

Promotion (Ash Waste Nomads Specialist): When the gang is founded, a single Ash Waste Nomads Warrior can be promoted to become an Ash Waste Nomads Specialist (note they may not be upgraded to become an Ash Waste Nomads Hunter). During Campaign play, additional Ash Waste Nomads Warriors may become Ash Waste Nomads Specialists by spending Experience (XP), as described in the campaign rules (see the Necromunda Core Rulebook). An Ash Waste Nomads Specialist gains the Tools of the Trade special rule, may purchase Special and Heavy weapons, and may spend XP to gain additional skills.

Tools of the Trade (Ash Waste Nomads Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Skill Access

An Ash Waste Nomads Specialist has access to the following skill sets (note however that an Ash Waste Nomads Warrior may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWastelands
Primary--PrimarySecondary--Secondary-
Equipment

Ash Waste Nomads Warriors and Ash Waste Nomads Specialists are equipped with an ash cloak and a sky mantle (included in their starting cost), and may purchase weapons and Wargear from the Ash Waste Nomads Warrior equipment list:

  • During the course of a campaign, both Ash Waste Nomads Warriors and Ash Waste Nomads Specialists may be given additional weapons purchased from this list.
  • In addition, during a campaign both Ash Waste Nomads Warriors and Ash Waste Nomads Specialists may be given additional Wargear purchased from this list and the Nomad Trading Post.
  • An Ash Waste Nomads Warrior may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list.
  • Once promoted, an Ash Waste Nomads Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.

Ash Waste Nomads Warrior Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Blast carbine25
Blast rifle15
Long rifle30
Scavenged autogun10
PISTOLS
Blast pistol15
Scavenged stub gun5
SPECIAL WEAPONS
Venom caster160
Web gun125
HEAVY WEAPONS
Charge caster
with shock blast and krak rockets*155
CLOSE COMBAT WEAPONS
Long blade30
Stalking knife20
Wargear
ItemCredits
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Rocket pack5
WEAPON ACCESSORIES
Infra-sight† (Pistols, Basic, Special and Heavy Weapons only)25
Mono-sight† (Basic, Special and Heavy Weapons only)35
Suspensor (Weapons with the Unwieldy trait only)60
Telescopic sight† (Pistols, Basic and Special Weapons only)25

RAW ✔️ Tribes of the Wastelands, p52

Ash Waste Nomads Sha'dar Hunter (Specialist)

MWSBSSTWIALdClWilInt
6"4+4+3313+27+6+7+8+

Wargear: Ash cloak, sky mantle Special Rules: Gang Fighter (Specialist), Tools of the Trade, Wasteland Ambushers

Special Rules

Gang Fighter (Specialist): Fighters with this special rule form the backbone of Ash Waste Nomads gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Wasteland Ambushers: During an Ash Wastes battle, if this fighter would be deployed as part of a gang's starting crew they may instead be placed to one side. At the start of any End phase after the first they may then be deployed anywhere on the battlefield at least 9" from any enemy model, along with any of their Exotic Beasts.

Skill Access

An Ash Waste Nomads Hunter has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWastelands
--SecondaryPrimary----Secondary
Equipment

An Ash Waste Nomads Hunter is equipped with an ash cloak and a sky mantle (included in their starting cost), and may purchase weapons and Wargear from the Ash Waste Nomads Hunter equipment list:

  • During the course of a campaign, an Ash Waste Nomads Hunter may be given additional weapons and Wargear purchased from this list and from the Nomad Trading Post.
  • An Ash Waste Nomads Hunter may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Nomad Trading Post.

Ash Waste Nomads Hunter Equipment List

Weapons
ItemCredits
CLOSE COMBAT WEAPONS
Bone talons30
Chitin dagger15
Chitin gauntlet25
Insective knife20
Trident30
Venom stave35
Venom whip30
Wargear
ItemCredits
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Venom sacs35
WEAPON ACCESSORIES
Infra-sight† (Pistols, Basic, Special and Heavy Weapons only)25
Mono-sight† (Basic, Special and Heavy Weapons only)35
Suspensor (Weapons with the Unwieldy trait only)60
Telescopic sight† (Pistols, Basic and Special Weapons only)25
STATUS ITEMS: EXOTIC BEASTS
0-2 Arthromite Spinewyrm45

RAW ✔️ Tribes of the Wastelands, p54

Ash Waste Nomads Run'taani Dust Runner (Juve)

MWSBSSTWIALdClWilInt
6"5+5+3313+19+7+8+9+

Wargear: Ash cloak, sky mantle Special Rules: Gang Fighter (Juve), Promotion (Ash Waste Nomads Specialist), Fast Learner

Special Rules

Gang Fighter (Juve): Fighters with this special rule form the backbone of Ash Waste Nomads gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Ash Waste Nomads Specialist): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become an Ash Waste Nomads Specialist.

When a fighter is promoted in this way, they will from now on count as an Ash Waste Nomads Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Ash Waste Nomads Specialist), and Fast Learner special rules and gain all the special rules associated with an Ash Waste Nomads Specialist.

Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Skill Access

An Ash Waste Nomads Dust Runner has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWastelands
Secondary--PrimarySecondary----
Equipment

Ash Waste Nomads Dust Runners are equipped with an ash cloak and a sky mantle (included in their starting cost), and may purchase weapons and Wargear from the Ash Waste Nomads Dust Runner equipment list:

  • During the course of a campaign, Ash Waste Nomads Dust Runners may be given additional weapons purchased from this list.
  • In addition, during a campaign Ash Waste Nomads Dust Runners may be given additional Wargear purchased from this list and the Nomad Trading Post.

Ash Waste Nomads Dust Runner Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Blast carbine25
Blast rifle15
Scavenged autogun10
PISTOLS
Blast pistol15
Scavenged stub gun5
CLOSE COMBAT WEAPONS
Long blade30
Stalking knife20
Wargear
ItemCredits
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Rocket pack5

RAW ✔️ Tribes of the Wastelands, p56

Exotic Beasts

0-2 Arthromite Spinewyrm (Exotic Beast)

MWSBSSTWIALdClWilInt
6"4+6+3313+18+7+8+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Barbed fangs-E--S-1-Melee, Rending

Wargear: - Special Rules: Small Target, Burrowing

Special Rules

Small Target: Arthromite Spinewyrms are low to the ground and surprisingly fast, making them difficult to target in the vast expanse of the ash wastes. Ranged attacks against Arthromite Spinewyrms are made at -1 to hit. In addition, an Arthromite Spinewyrm is never a potential target when working out the effects of a Stray Shot.

Burrowing: An Arthromite Spinewyrm is able to burrow beneath and through the metal and rockcrete floors of the underhive, passing quickly through hidden crawl spaces and buried vents, before emerging elsewhere. An Arthromite Spinewyrm may move freely under impassable terrain if it has sufficient movement to do so, but may not end its movement on or within impassable terrain.

Skill Access

Should an Arthromite Spinewyrm become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocity
Secondary--Primary-
Equipment

An Arthromite Spinewyrm may not purchase weapons or Wargear. An Arthromite Spinewyrm is armed with barbed fangs.

RAW ✔️ Tribes of the Wastelands, p58

0-2 Unbound Helamite (Exotic Beast)

MWSBSSTWIALdClWilInt
8"5+6+3313+18+7+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Helamite claws-E--3-11-Melee

Skills: Mighty Leap Wargear: - Special Rules: Spare Mount

Special Rules

Spare Mount: If an Unbound Helamite's owner is equipped with a Dustback Helamite and placed Prone and Pinned whilst within 1" of a Standing and Active Unbound Helamite, they may make an Initiative test. If the test is passed, the Unbound Helamite changes its status to Prone and Pinned instead of its owner.

Skills: All Unbound Helamites have the Mighty Leap skill.

Skill Access

Should an Unbound Helamite become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocity
Primary---Secondary
Equipment

An Unbound Helamite may not purchase weapons or Wargear. An Unbound Helamite is armed with Helamite claws.

RAW ✔️ Tribes of the Wastelands, p60

0-2 Ashwing Helamite (Exotic Beast)

MWSBSSTWIALdClWilInt
8"4+6+3313+19+8+9+10+
WeaponRg SRg LAc SAc LSAPDAmTraits
Toxic mandibles-E----1--Melee, Toxin

Wargear: - Special Rules: Flight, Long Leash, Ashwing Lure

Special Rules

Flight: An Ashwing Helamite ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base.

Long Leash: Unlike other Exotic Pets, an Ashwing Helamite must always try to remain within 9" of its owner rather than the usual 3".

Ashwing Lure: An Ashwing Helamite's owner may perform the Deploy Lure (Basic) action:

  • Deploy Lure (Basic): Place an Ashwing Lure in base contact with this fighter. For the remainder of the battle, any Ashwing Helamites this fighter controls treat the Ashwing Lure as if it were their owner. The Ashwing Lure may be moved as if it were a Loot Casket and may not be targeted by attacks.

Once an Ashwing Lure has been placed upon the battlefield, all Ashwing Helamites it controls may be activated as a single Group Activation.

Skill Access

Should an Ashwing Helamite become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocity
Primary--Secondary-
Equipment

An Ashwing Helamite may not purchase weapons or Wargear. An Ashwing Helamite is armed with toxic mandibles.

RAW ✔️ Tribes of the Wastelands, p61

Brutes

0-2 Arthromite Duneskuttler (Brute)

MWSBSSTWIALdClWilInt
6"3+5+5533+47+8+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Mandibles-E--S-12-Melee, Rending

Skills: Clamber, Fearsome, Nerves of Steel Wargear: Heavy carapace armour Special Rules: Hard to Kill

Special Rules

Hard to Kill: Arthromite Duneskuttlers are notoriously hard to kill; when rolling on the Lasting Injury table for an Arthromite Duneskuttler, roll twice and apply whichever result the controlling player wishes.

Skill Access

An Arthromite Duneskuttler has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWastelands
Secondary-Primary-Secondary----

RAW ✔️ Tribes of the Wastelands, p65

Wasteland Additional Rules

RAW ✔️ Book of the Outlands, p40

Wasteland Gang Composition

An Ash Waste Nomads gang follows the standard rules for Wasteland Gang Composition except for the following item(s):

  • 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.

  • 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).