Ash Waste Nomads
RAW ✔️ Tribes of the Wastelands, p41
Ash Waste Nomads Gang List
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)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 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) Gang Leader: An Ash Waste Nomads gang must always include a single fighter with this special rule: 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': 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. An Ash Waste Nomads Chieftain has access to the following skill sets: 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wastelands Secondary - Secondary Primary - Primary Primary - Secondary Equipment
Ash Waste Nomads Chieftain Equipment List
Weapons
Item Credits BASIC WEAPONS Blast carbine 25 Blast rifle 15 Scavenged autogun 10 PISTOLS Blast pistol 15 Scavenged stub gun 5 Web pistol 90 SPECIAL WEAPONS Long rifle 30 Venom caster 160 Web gun 125 HEAVY WEAPONS Charge caster with shock blast and krak rockets* 155 Heavy blaster* 140 CLOSE COMBAT WEAPONS Chain lance 55 Long blade 30 Mono-hook 35 Stalking knife 20 Wargear
Item Credits ARMOUR Flak armour 10 Mesh armour 15 FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Grav chute 40 Medicae kit 30 Photo-goggles 35 Rocket pack 5 Servo-harness – partial 130 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 Helamite 30 0-2 Unbound Helamite 30
RAW ✔️ Tribes of the Wastelands, p44
Ash Waste Nomads Naku'taari Watcher (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 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) 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. An Ash Waste Nomads Watcher has access to the following skill sets: 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wastelands - - - Secondary - Secondary Secondary Primary Primary Equipment
Ash Waste Nomads Watcher Equipment List
Weapons
Item Credits BASIC WEAPONS Blast carbine 25 Blast rifle 15 Scavenged autogun 10 PISTOLS Blast pistol 15 Scavenged stub gun 5 Web pistol 90 SPECIAL WEAPONS Long rifle 30 Venom caster 160 Web gun 125 HEAVY WEAPONS Charge caster with shock blast and krak rockets* 155 Heavy blaster* 140 CLOSE COMBAT WEAPONS Chain lance 55 Long blade 30 Mono-hook 35 Stalking knife 20 Wargear
Item Credits ARMOUR Flak armour 10 Mesh armour 15 FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Grav chute 40 Medicae kit 30 Photo-goggles 35 Rocket pack 5 Servo-harness – partial 130 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 Helamite 30 0-2 Unbound Helamite 30
RAW ✔️ Tribes of the Wastelands, p46
Ash Waste Nomads Wy'tari Stormcaller (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 8+ | 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 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. 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. An Ash Waste Nomads Stormcaller has access to the following skill sets: 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wastelands - - Secondary Secondary - Secondary Primary - Primary Equipment
Ash Waste Nomads Stormcaller Equipment List
Weapons
Item Credits BASIC WEAPONS Blast carbine 25 Blast rifle 15 Scavenged autogun 10 PISTOLS Blast pistol 15 Scavenged stub gun 5 Web pistol 90 SPECIAL WEAPONS Long rifle 30 Venom caster 160 Web gun 125 CLOSE COMBAT WEAPONS Chain lance 55 Long blade 30 Mono-hook 35 Stalking knife 20 Stormcaller staff 35 Wargear
Item Credits ARMOUR Flak armour 10 Mesh armour 15 FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Bio-booster 35 Filter plugs 10 Medicae kit 30 Photo-goggles 35 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 Helamite 30 0-2 Unbound Helamite 30
RAW ✔️ Tribes of the Wastelands, p48
Ash Waste Nomads Tarh'noki Dust Rider (Prospect)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 3+ | 2 | 9+ | 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 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. An Ash Waste Nomads Dust Rider has access to the following skill sets: 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wastelands Secondary - - Primary Secondary - - - - Equipment
Ash Waste Nomads Dust Rider Equipment List
Weapons
Item Credits BASIC WEAPONS Blast carbine 25 Blast rifle 15 Scavenged autogun 10 PISTOLS Blast pistol 15 Scavenged stub gun 5 Web pistol 90 SPECIAL WEAPONS Long rifle 30 Venom caster 160 Web gun 125 CLOSE COMBAT WEAPONS Chain lance 55 Long blade 30 Stalking knife 20 Wargear
Item Credits ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Bio scanner 30 Filter plugs 10 Photo-goggles 35 STATUS ITEMS: EXOTIC BEASTS 0-2 Unbound Helamite 30
RAW ✔️ Tribes of the Wastelands, p50
Ash Waste Nomads Tarn'runi Warrior (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 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) 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. 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): 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wastelands Primary - - Primary Secondary - - Secondary - Equipment
Ash Waste Nomads Warrior Equipment List
Weapons
Item Credits BASIC WEAPONS Blast carbine 25 Blast rifle 15 Long rifle 30 Scavenged autogun 10 PISTOLS Blast pistol 15 Scavenged stub gun 5 SPECIAL WEAPONS Venom caster 160 Web gun 125 HEAVY WEAPONS Charge caster with shock blast and krak rockets* 155 CLOSE COMBAT WEAPONS Long blade 30 Stalking knife 20 Wargear
Item Credits ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Rocket pack 5 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)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 4+ | 3 | 3 | 1 | 3+ | 2 | 7+ | 6+ | 7+ | 8+ |
Wargear: Ash cloak, sky mantle
Special Rules: Gang Fighter (Specialist), Tools of the Trade, Wasteland Ambushers 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. An Ash Waste Nomads Hunter has access to the following skill sets: 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wastelands - - Secondary Primary - - - - Secondary Equipment
Ash Waste Nomads Hunter Equipment List
Weapons
Item Credits CLOSE COMBAT WEAPONS Bone talons 30 Chitin dagger 15 Chitin gauntlet 25 Insective knife 20 Trident 30 Venom stave 35 Venom whip 30 Wargear
Item Credits ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Venom sacs 35 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 Spinewyrm 45
RAW ✔️ Tribes of the Wastelands, p54
Ash Waste Nomads Run'taani Dust Runner (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 9+ |
Wargear: Ash cloak, sky mantle
Special Rules: Gang Fighter (Juve), Promotion (Ash Waste Nomads Specialist), Fast Learner 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. An Ash Waste Nomads Dust Runner has access to the following skill sets: 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wastelands Secondary - - Primary Secondary - - - - Equipment
Ash Waste Nomads Dust Runner Equipment List
Weapons
Item Credits BASIC WEAPONS Blast carbine 25 Blast rifle 15 Scavenged autogun 10 PISTOLS Blast pistol 15 Scavenged stub gun 5 CLOSE COMBAT WEAPONS Long blade 30 Stalking knife 20 Wargear
Item Credits ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Rocket pack 5
RAW ✔️ Tribes of the Wastelands, p56
Exotic Beasts
0-2 Arthromite Spinewyrm (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 6+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Barbed fangs | - | E | - | - | S | - | 1 | - | Melee, Rending |
Wargear: -
Special Rules: Small Target, Burrowing 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. An Arthromite Spinewyrm may not purchase weapons or Wargear. An Arthromite Spinewyrm is armed with barbed fangs.Special Rules
Skill Access
Equipment
RAW ✔️ Tribes of the Wastelands, p58
0-2 Unbound Helamite (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 5+ | 6+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 8+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Helamite claws | - | E | - | - | 3 | -1 | 1 | - | Melee |
Skills: Mighty Leap
Wargear: -
Special Rules: Spare Mount 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. An Unbound Helamite may not purchase weapons or Wargear. An Unbound Helamite is armed with Helamite claws.Special Rules
Skill Access
Equipment
RAW ✔️ Tribes of the Wastelands, p60
0-2 Ashwing Helamite (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 4+ | 6+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 8+ | 9+ | 10+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Toxic mandibles | - | E | - | - | - | -1 | - | - | Melee, Toxin |
Wargear: -
Special Rules: Flight, Long Leash, Ashwing Lure 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: Once an Ashwing Lure has been placed upon the battlefield, all Ashwing Helamites it controls may be activated as a single Group Activation. An Ashwing Helamite may not purchase weapons or Wargear. An Ashwing Helamite is armed with toxic mandibles.Special Rules
Skill Access
Equipment
RAW ✔️ Tribes of the Wastelands, p61
Brutes
0-2 Arthromite Duneskuttler (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3+ | 5+ | 5 | 5 | 3 | 3+ | 4 | 7+ | 8+ | 8+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Mandibles | - | E | - | - | S | -1 | 2 | - | Melee, Rending |
Skills: Clamber, Fearsome, Nerves of Steel
Wargear: Heavy carapace armour
Special Rules: Hard to Kill 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. An Arthromite Duneskuttler has access to the following skill sets:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wastelands Secondary - Primary - Secondary - - - -
RAW ✔️ Tribes of the Wastelands, p65
Wasteland Additional Rules
RAW ✔️ Book of the Outlands, p40
An Ash Waste Nomads gang follows the standard rules for Wasteland Gang Composition except for the following item(s):
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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.
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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).