Equipment
RAW ✔️ Tribes of the Wastelands, p106
This section covers equipment carried by fighters to help them survive the rigours of battle and the harsh environment of the underhive and ash wastes.
Gang Equipment
RAW ✔️ Tribes of the Wastelands, p106
Be it extra stashes of ammo, booby traps to guard their territory, or strange robotic sentinels to act as bodyguards and sentries, gangs employ many types of equipment. This section covers just a few.
Ammo cache
RAW ✔️ Tribes of the Wastelands, p106
60 Credits – Scavenge (7)
Ammo caches are added to the gang's Stash, instead of being carried by a particular fighter. Immediately after the last of the fighters in the crew is set up at the start of a battle, the controlling player can choose to set up any ammo caches from their Stash. If the scenario has an attacker and a defender, and this gang is defending, roll a D6 for each of their ammo caches:
- On a 1-4, they were not expecting the attackers and the caches cannot be used.
- On a 5 or 6, they are lucky enough to have them to hand.
Each ammo cache must be set up within 1" of one of their fighters, and within their deployment zone if the scenario has one. It is then deleted from the gang's Stash. During the battle, ammo caches follow the rules given in Scenario Rules: Ammo Cache.
Booby traps (Electrostatic, Gas & Shock)
RAW ✔️ Tribes of the Wastelands, p106
Electrostatic – 50 Credits – Scavenge (9)
Gas – 40 Credits – Scavenge (7)
Shock – 20 Credits – Common
A booby trap is represented by a marker placed upon the battlefield at the start of the battle, after the battlefield has been set up but before deploying any fighters. If both gangs possess and wish to use booby traps, the defender or the winner of a roll-off (if there is no defender) places theirs first.
If any model, friendly or enemy, comes within 2" of a booby trap for any reason, they risk setting the booby trap off. Roll a D6. On a 1, the booby trap is a dud and is removed from the battlefield. On a 2 or 3, the booby trap does not go off but is left in place. On a 4, 5 or 6, the booby trap is triggered and will explode. The profiles for booby traps can be found on page 99. The movement of a moving model is interrupted whilst this roll is resolved. If the booby trap does not go off, their movement continues after the roll is made. If the booby trap does go off, and the model is Pinned, Injured, Wrecked or Stalled as a result, their movement ends.
Any model can target a booby trap with ranged attacks. Doing so has a -1 modifier to the hit roll at Short range, or a -2 modifier at Long range. If the booby trap is hit, roll a D6:
- On a 1-2, it is unaffected.
- On a 3-4, it is immediately triggered.
- On a 5-6, it is disarmed and removed.
Personal Equipment
RAW ✔️ Tribes of the Wastelands, p107
This section covers equipment carried by fighters to help them survive the rigours of battle and the harsh environments of the underhive and ash wastes.
Armoured undersuit
RAW ✔️ Tribes of the Wastelands, p107
25 Credits – Scavenge (7)
An armoured undersuit may be worn in addition to any armour type, with the exception of an armoured bodyglove. If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured undersuit grants a 6+ save.
Ash cloak
RAW ✔️ Tribes of the Wastelands, p107
Ash Waste Nomads only
Designed to survive and maintain life in the midst of the ash wastes, an ash cloak provides protection against the harsh environment. It grants the following benefits:
- The fighter counts as being equipped with a respirator.
- The fighter's controller may choose for the fighter to ignore any Battlefield Surface effects when fighting a battle in the Ash Wastes (see the Necromunda Core Rulebook).
- The fighter has a 4+ field armour save against any damage suffered as a result of Weather effects when fighting a battle in the Ash Wastes (see the Necromunda Core Rulebook).
Bio-booster
RAW ✔️ Tribes of the Wastelands, p107
35 Credits – Scavenge (8)
The first time in each battle that an Injury roll is made for a fighter with a bio-booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are rolled and the player controlling the fighter with the bio-booster can discard one of them.
Bio-scanner
RAW ✔️ Tribes of the Wastelands, p107
30 Credits – Rare (8)
If a fighter with a bio-scanner is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if the attackers are not within their vision arc. In addition, the D6 roll to see whether a fighter is spotted has a +1 modifier (a natural 1 still fails).
Drop rig
RAW ✔️ Tribes of the Wastelands, p107
10 Credits – Common
An Active fighter with a drop rig can make the Descend (Basic) action while they are within 1" of the edge of a platform:
Descend (Basic): The fighter makes a move of up to 3" horizontally and up to 12" vertically. Any vertical movement must be downwards, i.e., towards the ground.
Dustback helamite
RAW ✔️ Tribes of the Wastelands, p107
60 Credits – Common
While equipped with a Dustback Helamite, a fighter increases their Movement characteristic to 8", gains the Mighty Leap skill and gains the Mounted condition and all of its associated rules. In addition, the fighter is armed with Helamite claws which gain the Additional Attacks (1) trait.
Electrostatic pulse emitter
RAW ✔️ Tribes of the Wastelands, p108
70 Credits – Scavenge (10)
Once per battle, a fighter equipped with an electrostatic pulse emitter may perform the Trigger Pulse (Basic) action:
Trigger Pulse (Basic): All vehicles within 12" of this fighter suffer a single S*, AP -1, D2 hit with the Haywire trait. Additionally, they all change their status to Stationary and Stalled.
Grapnel launcher
RAW ✔️ Tribes of the Wastelands, p108
25 Credits – Common
An Active fighter with a grapnel launcher can make the following action:
Grapnel (Double): The fighter can move up to 12" in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain.
Grav-chute
RAW ✔️ Tribes of the Wastelands, p108
50 Credits – Scavenge (9)
If a fighter with a grav-chute falls or jumps down to a lower level, they do not suffer any damage – they simply move down without any rolls being made.
Medicae kit
RAW ✔️ Tribes of the Wastelands, p108
30 Credits – Scavenge (9)
When a fighter with a medicae kit assists a friendly fighter's Recovery test, roll an extra Injury dice then choose one to discard.
Photo-goggles
RAW ✔️ Tribes of the Wastelands, p108
35 Credits – Scavenge (9)
A model with photo-goggles can attack through smoke clouds, increases the value of X" in the Visibility (X") rule by 9" and may gain other benefits in low light conditions, depending upon the scenario. In addition, if they are hit by a Flash weapon, add 1 to the result of any test to see whether they become subject to the Blind condition.
Respirator
RAW ✔️ Tribes of the Wastelands, p108
15 Credits — Common
When a model with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.
Rocket pack
RAW ✔️ Tribes of the Wastelands, p108
Exclusive
The first time each battle a friendly model within
3" of a fighter equipped with a rocket pack needs
to make an Ammo test for a charge caster, it is
passed automatically.
Servo harness
RAW ✔️ Tribes of the Wastelands, p109
Usually seen in manufactoria, cargo haulage and storage depots, a servo harness greatly enhances the wearer's strength and endurance, taking the load off their own body and onto itself. Unsurprisingly, many gang fighters find these benefits appealing in their line of work.
Partial
Ash Waste Nomads only, 130 Credits - Scavenge (12)
A fighter wearing a partial servo harness gains a +2 modifier to their Strength characteristic and a +1 modifier to their Toughness characteristic. This may take them above their maximum characteristics but it is not a permanent increase and will be lost should the servo harness be lost or cease to function for any reason. Additionally, a fighter wearing a partial servo harness gains the benefits of suspensors on any Unwieldy weapon they carry. However, a fighter wearing a partial servo harness reduces their Movement and Initiative by 1. This item cannot be combined with a servo claw or any other type of servo harness.
Full
Ash Waste Nomads only, 160 Credits - Scavenge (12)
A fighter wearing a full servo harness gains all of the benefits of a partial servo harness, but without the negative modifiers to Movement and Initiative. This item cannot be combined with a servo claw or any other type of servo harness.
Sky mantle
RAW ✔️ Tribes of the Wastelands, p109
Exclusive
A fighter equipped with a sky mantle can take the Hide in the Wastes (Double) action.
Hide in the Wastes (Double): If this fighter is at least 12" away from the nearest enemy model, they gain the Hidden condition (see the Necromunda Core Rulebook) even if the current battle is not using the Pitch Black rules. They become Revealed if they move as well as all the normal triggers for becoming Revealed.
Treatment pouch
RAW ✔️ Tribes of the Wastelands, p109
50 Credits — Scavenge (8)
If a fighter is equipped with a treatment pouch, they may perform a Medical Escort post-battle action even if the fighter is not normally eligible to perform post-battle actions. This Medical Escort post-battle action does not cost any credits – however, a result of a 6 on the table is treated as Stabilised rather than Full Recovery, due to this fighter's comparatively limited supplies and the lack of proper medicae technology.
Venom sacs
RAW ✔️ Tribes of the Wastelands, p109
35 Credits — Common
At the start of their activation, a Standing and Active or Standing and Engaged fighter with venom sacs can choose to make an Initiative test. If the test is passed, any weapons with the Gas and/or Toxin traits they use until the end of their activation are enhanced and the target's Toughness is reduced by 1 when resolving attacks from those weapons.
Web solvent
RAW ✔️ Tribes of the Wastelands, p109
25 Credits – Scavenge (8)
When a fighter equipped with web solvent makes a Recovery check due to the Webbed condition, roll an extra Injury dice, picking one of the dice to resolve it and discarding the other. Additionally, when a fighter equipped with web solvent assists a fighter subject to the Webbed condition with a Recovery test, roll an extra two Injury dice and choose which one to apply.