Warrior Spirits
RAW ✔️ Tribes of the Wastelands, p79
Warrior Spirits represent the esoteric beliefs and fighting styles of the Ash Waste Nomads. Whether or not these are actual supernatural creatures who aid the outland fighters in combat, or perhaps merely an aspect of their strange religion manifested through latent psychic abilities, is unknown, though their effectiveness in battle cannot be denied.
Summoning The Spirits
When an Ash Waste Nomads gang is created, players can choose for it to hail from a particular tribe. Players may choose to have their gang come from the Oilrun Stalkers, Dust Wall Crawlers, Grey Waste Walkers or Leadsky Seers. Once this decision has been made, it applies to the entire gang and cannot be changed later. Each tribe has six different Warrior Spirits associated with it that a gang can benefit from in an Ash Wastes battle. In Step 7 of the pre-battle sequence, the Ash Waste Nomads player rolls a number of D6 equal to the number of Leaders and Champions they have in their crew. Compare the result of each dice to the Warrior Spirit table for their tribe on pages 80-83 to see which Warrior Spirits the gang has available for this battle. Note that multiples of the same Warrior Spirit may be generated for a battle if duplicate results are rolled on any of the dice.
Using Warrior Spirits In Battle
At the start of an Ash Waste Nomads Leader's or Champion's activation, before they perform any actions, they may choose to benefit from a Warrior Spirit (note that multiple Warrior Spirits cannot be invoked in the same activation). Choose one of the Warrior Spirits generated for the battle and immediately apply its effects to the active fighter. Each Warrior Spirit generated can only be used once per battle.
Baak'hau – Oilrun Stalkers
The Baak'hau, commonly referred to as the Oilrun Stalkers, claim as their territory the shore of the Poison Sea, allowing them to connect to the spirits of miasma, vapour and radiation that all settle within its depths. The hellish creatures that dwell within its depths are called forth to fight for them, the spirits of carapace and mutation empowering their twisted, hideous forms. Above all of these lesser spirits sits the Great Spirit of the Baak'hau, the Sump Spirit who spreads its miasma out from the noxious waters of the Poison Sea.
Baak'hau Warrior Spirits
| D6 | Result |
|---|---|
| 1 | Cha'hau (Sump Spirit): The fighter channels the Sump Spirit of Necromunda and its ability to seep into every location. For the duration of this activation this fighter may pass through impassable terrain, though it may not end its activation with its base overlapping impassable terrain. |
| 2 | Xen'hau (Mutation Spirit): The fighter's body becomes malleable, twisting and reshaping itself as the Mutation Spirit moves through them. Until this round's End phase, increase both their Strength and Toughness characteristics by 1. |
| 3 | Kol'hau (Vapour Spirit): As the fighter calls upon the Spirit of Vapour they become weightless, able to rise and fall at will. For the duration of this activation they may ignore all terrain, move freely between levels without restriction and cannot fall. They may not, however, ignore impassable terrain and may not end their movement with their base overlapping an obstacle or another model. |
| 4 | Gei'hau (Radiation Spirit): A baleful glow surrounds the fighter, as they call upon the Spirit of Radiation to suffuse their weapon attacks. For the duration of this fighter's activation, all attacks made by this fighter gain the Rad-phage trait. |
| 5 | Ske'hau (Carapace Spirit): As the fighter draws the Spirit of Carapace to themselves, their skin grows thicker and hardens to form a protective shell. Until this round's End phase, apply a +1 modifier to armour save rolls (not field armour) made for this fighter. If this fighter is not equipped with armour, they instead gain a 6+ save. |
| 6 | Nih'hau (Miasma Spirit): Smog swirls around the fighter as they invoke the Spirit of Miasma, hiding them in a haze of smoke and ash. Until this round's End phase, this fighter is always considered to be in partial cover. |
Urh'nag – Dustwall Crawlers
Claiming the exclusion zone around Hive Secundus as their territory, the Urh'nag are Dustback riders without peer and expert insect wranglers. Their Great Spirit, the Ghost Helamite, gives them dominion over the spirits of chitin, toxins and insects, while the fierce battles fought for Hive Secundus and its subsequent destruction has empowered the spirits of darkness, fire and blood. Life within such a blighted region has made the nomads of the Dustwall Crawlers even hardier and more isolationist than their peers, leading some to believe they have been destroyed by the Malstrain, though others claim they have fallen under the sway of the Patriarch and now serve him.
Urh'nag Warrior Spirits
| D6 | Result |
|---|---|
| 1 | Kyt'nag (Chitin Spirit): Calling on the Spirit of Chitin, the fighter's skin deflects even the sharpest blade so nothing can cut it. Until this round's End phase, treat all weapons that target this fighter as if their AP characteristic is ‘-'. |
| 2 | Haa'nag (Toxins Spirit): The Spirit of Toxins permeates the air around the fighter, poisoning those caught within the miasma. Before this fighter performs any actions this activation, every enemy fighter within 3" of this fighter suffers an immediate S -, AP -, D - hit as if from a weapon with the Toxin trait. |
| 3 | Vau'nag (Fire Spirit): The fighter harnesses the tormented Fire Spirit of Necromunda, channelling its rage into frenzied attacks. Choose a friendly fighter within 12" (this may be the active fighter). For the duration of that fighter's next activation (or the current activation if the fighter chose themselves), add 2 to their Attacks characteristic and 1 to any Weapon Skill rolls they make. |
| 4 | Som'nag (Darkness Spirit): An inky miasma rises up from the ground, shrouding the fighter in the Spirit of Darkness. Until this round's End phase, this fighter is only hit by attacks on a roll of a natural 6. |
| 5 | Cha'nag (Insect Spirit): Drawing upon the Spirit of Insects, the fighter is surrounded by a maelstrom of insects clogging nearby engine intakes and restricting other fighters' movement. Until this round's End phase, any enemy vehicle that moves within 3" of this fighter must make a Handling test; if the test is failed they change their status to Stationary and Stalled. In addition, all enemy fighters treat the area within 3" of this fighter as difficult terrain. |
| 6 | Plas'nag (Blood Spirit): Drawing upon the Spirit of Blood, this fighter causes their blood to become toxic to others. Until this round's End phase, any time an Injury dice is rolled and its effects applied to this fighter, any enemy fighters Engaged with this fighter suffer a S -, AP -, D - hit as if from a weapon with the Toxin trait. |
Tsun'ghar – Grey Waste Walkers
The most numerous tribe, the Tsun'ghar are also the tribe that the Imperium has had the most dealings with. Their Great Spirit, the Great Scavenger, is embodied by the Lady of Ash and grants them dominion over the lesser spirits of scrap, technology, electro and life. As the only tribe to trade with outhivers, the Grey Waste Walkers also call upon the spirits of ash and roads. For those amongst the settlements of Necromunda, there is no difference between the tribes and they assume all nomads are part of the Grey Waste Walkers, a mistake that has cost many a foolish trader their wares and indeed their life.
Tsun'ghar Warrior Spirits
| D6 | Result |
|---|---|
| 1 | Tyr'ghar (Ash Spirit): Ashen winds roil around the fighter, choking and blinding their foes, and making it all but impossible for them to land a decisive blow upon their adversary. Before this fighter performs any actions this activation, all enemy fighters within 3" of the fighter must pass an Initiative test or become subject to the Blind condition. |
| 2 | Char'ghar (Electro Spirit): Coruscating energy surrounds the fighter, as if static from the storm were drawn to them, which they direct into their weapon attacks. For the duration of the fighter's activation, all attacks made by the fighter gain the Shock trait. If they are using a weapon that already has the Shock trait then its effects will trigger on any successful hit roll rather than just a 6. |
| 3 | Hal'ghar (Life Spirit): Drawing upon the Life Spirit of Necromunda, the fighter's wounds heal and they are filled with fresh energy. This fighter removes all Flesh Wounds they have suffered and their activation then ends – they may perform no actions. |
| 4 | Ava'ghar (Roads Spirit): The ground underneath the fighter's feet becomes smooth and stable as the Spirit of Roads coalesces around them. For the duration of this activation, the fighter increases their Movement characteristic by 2". |
| 5 | Met'ghar (Scrap Spirit): The fighter becomes the centre of a maelstrom of discarded equipment and metal as they invoke the Spirit of Scrap. Centre a 5" Blast marker on this fighter, any enemy model hit by the template suffers a S3, AP -, D1 hit. |
| 6 | Ark'ghar (Technology Spirit): As the Spirit of Technology manifests near this fighter, weapons start to jam and glitch. Place a 5" Blast marker anywhere on the battlefield with the central hole within 6" of this fighter. Any models (both friend and foe) under the template must immediately make an Ammo test for every weapon they are equipped with, as if they had rolled the Ammo symbol on the Firepower dice. |
Ka'toka – Leadsky Seers
One with the great storms of Necromunda, the Ka'toka are the warriors of the Storm Dancer. Drawing upon the spirits of storm, motion and blade, they dance through their foes striking while seeming to appear and disappear at will. Sister to the Storm Dancer is the Chem Moon, which the Leadsky Seers believe directs the storms and grants them knowledge of their movements. It is from this celestial body that they draw upon the spirits of eclipse, chem and chance to empower their bodies.
Ka'toka Warrior Spirits
| D6 | Result |
|---|---|
| 1 | Styr'toka (Storm Spirit): The fighter becomes one with the storm, appearing and vanishing with each rolling cloud front. If the Visibility (X") rule is in effect, the fighter may be moved anywhere on the battlefield at least X" away from any enemy fighters, where X is equal to the distance in the Visibility (X") rule. Their activation then ends. |
| 2 | Osci'toka (Motion Spirit): As the fighter draws upon the Spirit of Motion, their outline blurs, appearing to move in every direction at once. As long as this fighter ends their activation at least 5" away from where they started it, they count as being in full cover until their next activation. |
| 3 | Myr'toka (Blade Spirit): The fighter's blades become keener, their razorsharp edges carving through armour, flesh and bone with equal ease. For the duration of their activation, any attacks made by the fighter using a weapon with the Melee or Versatile trait change their AP to -3 unless their AP would be higher, and increase their Damage by 1. |
| 4 | Hirr'toka (Eclipse Spirit): Drawing on the power of the Spirit of the Eclipse, the fighter weakens the veil between the living and the dead. For the duration of their activation, this fighter may only make one close combat attack, regardless of any other effects. This attack gains the Sever trait. |
| 5 | Dae'toka (Chem Spirit): Corrosive chems bubble out of the ground all around the fighter, causing the surface to become noxious and foul, the liquid eating through armour and flesh. Place the 5" Blast marker centred under the fighter. Until this round's End phase, all enemy fighters treat the Blast marker as Dangerous Terrain. |
| 6 | Odae'toka (Chance Spirit): Probability becomes malleable around the fighter as the Spirit of Chance manifests around them. For the duration of their activation, this fighter may declare that the result of one D6 rolled is either 1 or 6. This must be declared before the dice is rolled and there is no need to roll the dice. |