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Ash Waste Nomads

Provided below are the house rules we use for Ash Waste Nomads.

Ash Waste Nomads

The surface of the world has long been utterly ruined by pollution. What remains are shifting dunes of industrial waste, decomposed particulate, carbonized cinders, rivers and lakes of turgid sludge and effluvium, constantly shifting industrial detritus, sporadically deluged by acidic precipitation dropped infrequently from opaque and leaden clouds of smog.

The surface of the world has long been utterly ruined by pollution. What remains are shifting dunes of industrial waste, decomposed particulate, carbonized cinders, rivers and lakes of turgid sludge and effluvium, constantly shifting industrial detritus, sporadically deluged by acidic precipitation dropped infrequently from opaque and leaden clouds of smog.

But despite this hellishness, dotted here and there across this inhospitable wasteland are small outposts of desperate and merciless survivors. Shanty-folk, sludge-farmers, mutants and abhumans, and others even less easily identifiable. Those forsaken lands are home to anarchy at its most pure, and the Darwinian right of the stronger to prey on the weaker is the only authority.

One of the more numerous recognizable groups of wastelings and fringers are the so-called Ash Waste Nomads, descendents of a fallen faction of Noble House Cattalus, doomed to the wastes millenia ago by their victorious former brethren. Cast out of the rich upper reaches of the spires and forced to survive on the grim and unforgiving surface of the death world, most of the outcasts died. Those who remain are the descendents of the ones who refused to give in to extinction. Generations of winnowing have ensured that those who wander the wastes today are apex survivors.

Today these descendents of fallen Cattalus exist as tribal groups, usually as rootless and wandering as the catch all term "Ash Waste Nomads" would imply, but not entirely. Some small semi-permanent encampments of their peoples exist here and there, stable for a generation or three at a time before disaster or strife scatters them once more to wander the wastes anew.

There are some small courtesies observed among Ash Waste Nomad tribes who still cling to the half-forgotten ancient lore of their shared origin, tales of their ancestors as lords among lords up high in the spires, and sometimes a few Ash Waste Nomad tribes will unite under the banner of a particularly powerful or charismatic chief. But while Ash Waste Nomads of different tribes generally wont kill or enslave one another on sight and might offer some small hospitalities to one another, by and large each tribe is its own sovereign entity with no central authority or unifying principle.

Generally speaking, Ash Waste Nomads remain in the wastes and are uninvolved in spire or underhive drama. However, sometimes daring or desperate nomad bands will detonate a hole in the side of a spire and go for a wild spree of violence and robbery, reaving commodities, food, tech, slaves, anything at all of value in the unimaginably hostile barrens they call home. Some of them even make a speciality of it.

And sometimes the Guilders (or even a Noble House) become sufficiently incensed by depredations upon caravans and interspire transports to post bounties on nomad scalps, causing assorted hive scum and the occasional underhive gang to pour out into the wastes looking for heads to collect. Most are unprepared for the hostility of the environment and die ingloriously in the toxic outland. Either way, outlander nomads and underhive gangs are natural enemies.


Gang Composition

An Ash Waste Nomads gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader. If the Leader is killed a new Leader will replace them from among the gang's fighters, if any are eligible. If there are no fighters eligible to become the new Leader the gang disbands.
  • There can be no more than one Champion, plus one for every 3 Henchmen (Bigboys, Oddboys, Warboys) and / or Tribesfolk the gang currently has. If the gang loses Henchmen or Tribesfolk, they may retain the Champions they already have on their roster.
  • Ash Waste Nomads do not have Gangers or Juves; instead the bulk of a gang is composed of Prospects.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • Ash Waste Nomads cannot hire Mercs, Bounty Hunters, or Hive Scum.
  • Ash Waste Nomads can hire some Hangers-on (listed below).
  • Ash Waste Nomads cannot gain Savant Skills.

Fighters

An Ash Waste Nomad gang is made up of the following types of fighters.

Leader

Every Ash Waste Nomad gang has one Leader. If the Leader is killed a new Leader will replace them from among the gang's fighters, if any are eligible.

200 credits

A Nomad Immortan is the meanest, most formidable, and most charismatic member of an Ash Waste Nomad tribe, ruling as much by force of personality as physical might. With the dedicated fervor of their followers bolstering them, an Immortan can be quite terrifying and is not to be trifled with.

Champions

To expand their powerbase, Immortans must delegate some of their authority to one or more Imperators. But they must be wary for each Imperator is also a potential challenger and would-be replacement.

Nomad Imperator (0-1); + 1 per 3 Prospects and Tribesfolk
125 credits

Nomad Imperators serve the will of their Immortan...right up until they decide to strike out on their own, or make their own bid for power and attempt to usurp leadership.

Henchmen

Most Ash Waste Nomad gangs are primarily composed of bunches of crazed Warboys and perhaps a few Bigboys and Oddboys interspersed among them.

Nomad Bigboy (0-2)
75 credits

Nearly every Ash Waste Nomad gang seems to have at least one oversized thuggish young tribe member, prized for their size and strength. Most just end up making conveniently large targets to be shot at, but a few survive and rise in power and influence to become an Imperator some day.

Nomad Oddboy (0-2)
75 credits

Some Ash Waste Nomad gangs have one or two members who buck the usual stereotypes of their ilk, and have various interests and vocations that suit them to filling in some useful niche.

Nomad Warboy (unlimited)
75 credits

Ash Waste Nomad gangs are primarily composed of crazed Warboys, eager to prove themselves even if only via a memorable death.

Special

An Ash Waste Nomad gang can have up to three (3) Tribesfolk plus one per per 5 Reputation the gang has (rounded down).

Nomad Tribesfolk (0-3); + 1 per 5 Reputation
50 credits

Ash Waste Nomad tribes are made up mainly of run of the mill Tribesfolk, but to even survive at all in the Ash Wastes requires above average durability as the weak don't survive infancy. Though they'll never rise up as part of the leadership of their tribe, they can still do their part to further their tribe's survival.

Hangers-on

Ash Waste Nomad gangs can take on the services of various kinds of Hangers-on. A starting gang may only hire up to one Hangers-on, but in campaign play the gang gains an additional Hangers-on slot for every 5 full points of Reputation the gang has. If the gang loses Reputation they may keep any Hangers-on they purchased previously.

Standard Hangers-on

50 credits

If a gang has a Bullet Farmer who is not in Recovery or Captured, the gang's player may gain an Extra Ammo Wargear item and add it to the card of a fighter in the gang's Crew.

75 credits

If the gang is the attacker in a scenario that includes an objective to destroy, or trapped loot caskets to capture, the Demolitionist may join the gang's Crew for that scenario.

125 credits

Orlock, Goliath, Van Saar, and Void Baron gangs may hire a Squat Demolitionist as a Hangers-on. A gang may have either a Squat Demolitionist or a Demolitionist, not both. If a gang has a Squat Demolitionist on retainer, the gang may call upon them for assistance when something needs to be blown up or defused.

150 credits

Spanners are able hands with their spudjackers, both for the dismantling of scrap and for knocking heads in. A Spanner who is not in Recovery or Captured may join their gang's Crew.

50 credits

If a gang has a Wastes Merchant who is not in Recovery or Captured, the Wastes Merchant may take the Seek Rare Item action or the Seek Buyer action even if the gang they belong to is ordinarily not allowed to visit the Trading Post.

Outcast Hangers-on

150 credits

Unlike many types of Hangers-on, Orlock Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.


Campaign

An Ash Waste Nomads gang is available on a case by case basis depending upon the type of campaign. Consult the Arbitrator or campaign write up to determine if a player may run an Ash Waste Nomads gang and what restrictions, exceptions, or guidelines might apply.

If an Ash Waste Nomads gang is allowed in a type of campaign, in addition to any other campaign specific rules that may apply to them the following requirements and restrictions apply and must be adhered to.

Injury

The Injury rules are slightly modified for an Ash Waste Nomads gang.

Survivor Critical Injury Table

Roll a D6, then consult the table below with the total:

D6
Outcome
1-2
Grievous Injury: The fighter goes into Recovery.
3-5
Permanent Injury: The fighter goes into Recovery and suffers a permanent injury. Roll again on the Permanent Injury table.
6
Memorable Death: The fighter is killed instantly. If the injury was caused by an attack, the attacker gains an additional 1 XP.

Trading Post

In some campaigns, Ash Waste Nomads are not able to visit the Trading Post due to narrative reasons. However, in campaigns where they are able to visit the Trading Post an Ash Waste Nomads gang treats the rarity of all Rare items as being two (2) higher than the listed value.


Ash Waste Nomads Gang Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Armor
ItemImmortan / ImperatorOddboyWarboyBigboy
Cuirass20202020
Fighting Harness10101010
Makeshift Armor10101010
Still Suit10101010
Weapons (CCWs)
ItemImmortan / ImperatorOddboyWarboyBigboy
Axe15151515
Cestus15151515
Chainsword35353535
Club5555
Fighting Knife5555
Flail20202020
Impaling Sword25252525
Knife5555
Knuckleduster10101010
Maul25252525
Shield30303030
Sword15151515
Weapons (Pistols)
ItemImmortan / ImperatorOddboyWarboyBigboy
Autopistol10101010
Hurly5555
Laspistol15151515
Stub Pistol5555
Plasma Pistol (Master Crafted)65656565
Stub Pistol (Master Crafted)40404040
Weapons (Basic)
ItemImmortan / ImperatorOddboyWarboyBigboy
Autogun202020-
Bolter (Locke Pattern)454545-
Crossbow101010-
Javelins555-
Lasgun252525-
Sawn-off Shotgun101010-
Scattergun151515-
Stub Rifle151515-
Weapons (Specials)
ItemImmortan / ImperatorOddboyWarboyBigboy
Assault Rifle4545--
Blunderbuss8080--
Grenade Launcher [No Ammo]5555--
Harpoon Launcher8585--
Longbow [No Ammo]2525--
Slingshot55--
Sniper Rifle (Stub)6060--
Light Sniper Rifle (Stub)3030--
Throwing Daggers1010--
Weapons (Heavies)
ItemImmortan / ImperatorOddboyWarboyBigboy
Heavy Harpoon Launcher175---
Heavy Stubber135---
Grenades
ItemImmortan / ImperatorOddboyWarboyBigboy
Fire Bottle30303030
Frag Grenades30303030
Krak Grenades45454545
Satchel Charge20202020
Smoke Bombs25252525
Stick Bombs30303030
Bionics
ItemImmortan / ImperatorOddboyWarboyBigboy
Bionic Actuators35353535
Bionic Arm50505050
Bionic Upgrades45454545
Buzzsaw Arm90909090
Servo-claw90909090
Servo-fist90909090
Skinblade15151515
Wargear
ItemImmortan / ImperatorOddboyWarboyBigboy
Extra Ammo10101010
Filter Plugs5555
Frag Trap15151515
Hands-free Lumens10101010
Meds stash5555
Melta Trap25252525
Photo-goggles25252525
Respirator10101010
Scary Mask10101010
Second Best5555
Shades5555
Silver Dust10101010
Wastes Hooch5555
Wastes Robes15151515
Mutations
ItemImmortan / ImperatorOddboyWarboyBigboy
Battering Skull15151515
Grotesque15151515
Powerful Arms15151515
Powerful Fists20202020
Powerful Legs15151515
Sharp Teeth10101010
Superior Eyes20202020
Superior Physiology20202020
Thick Hide10101010
Thick Skull15151515
Wastes Lungs10101010

Ash Waste Nomads Tactics Cards

An Ash Waste Nomads gang may select Tactics Cards from the Ash Waste Nomads Tactics Cards list by default, though campaign and / or scenario-specific guidelines may modify this.

Adrenaline Surge ~Beta~

You may play this card when activating a fighter.

The currently activating fighter can make one additional action this turn.

Ambition ~Alpha~

You may play this card at the start of any round. Select one of your Prospects, Gangers, Specialists, or Juves that is on the battlefield. Tuck this under that fighter's card.

This fighter gains Group Activation (2) with a range of 9''.

Anything's A Weapon ~Gamma~

You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.

This fighter's unarmed attacks have the Melee trait, and have a weapon profile of S+1, - AP, and 2 Damage.

Ash Storm ~Alpha~

You may play this card at the start of any round.

For the remainder of this battle the Ash Storm condition is in effect. At the start of each turn, visibility for the turn is reduced to a maximum of 5D6''. Additionally, all movement is reduced by 1'' per action; fighters with a Respirator or Filter Plugs (who choose to use them) and all Ratskins and Ash Waste Nomads are immune to this movement reduction.

Bad Air ~Alpha~

You may play this card at the start of any round.

For the remainder of this battle the Bad Air condition are in effect.

Beat Down ~Gamma~

You may play this card at the start of a round.

For the duration of the round, all unarmed close combat attacks made by fighters of your gang that hit, automatically inflict a Flesh Wound unless a save roll is made. No wound roll or injury roll is made.

Blazing Fury ~Beta~

You may play this card when activating a fighter.

For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.

Chin Music ~Gamma~

You may play this card to interrupt an enemy fighter's action when that fighter attacks one of your gang's fighters in close combat.

Your gang's attacked fighter may make a single unarmed attack against their attacker at +1 Strength and with the Melee and Knockback traits. If the attacker is not knocked back, Seriously Injured or taken Out of Action by this attack, their attack then resumes.

Desperate Effort ~Beta~

You may play this card if it is your turn to activate a fighter, but none of your fighters have Ready markers.

Select one of your non-Broken fighters that has at least 1 Wound remaining and activate them as if they had a Ready marker. After this activation ends, if the fighter is still on the battlefield they suffer 1 Wound.

Frag Trap ~Gamma~

You may play this card when activating a fighter.

Add a Frag Trap to the activating fighter's card.

Just Add Nails ~Beta~

You may play this card when one of your gang's fighters is making a ranged attack with a Frag Grenade, before rolling to hit.

For this attack only, the Frag Grenade loses the Blast (3'') trait and gains the Blast (5'') trait.

Krakow ~Gamma~

You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a Krak Grenade.

The attack's Damage is increased by 2.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Lead by Example ~Alpha~

You may play this card when the Leader of your gang takes an enemy fighter Out of Action.

Any of your gang's fighters who are Pinned may stand up for free. Any of your gang's fighters who are Seriously Injured may recover, taking a Flesh Wound and becoming Pinned. Any of your gang's fighters who are Broken immediately Rally.

Melta Trap ~Gamma~

You may play this card when activating a fighter.

Add a Melta Trap to the activating fighter's card.

Scrag ~Gamma~

You may play this card when one of your gang's fighters would inflict a Flesh Wound on an enemy fighter in close combat.

This fighter instead inflicts D3+1 Flesh Wounds on the enemy fighter.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Second Wind ~Gamma~

You may play this card instead of activating a fighter.

You may remove a Flesh Wound from one of your gang's fighters, and if they are Pinned they may immediately stand up.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Steel Constitution ~Gamma~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter is unaffected by the Gas, Toxin, and Radiation traits. When this fighter makes a Recovery test, they are considered to be assisted even when they are alone.

They're Everywhere! ~Beta~

You may play this card instead of activating a fighter.

Select up to D3+1 fighters on the battlefield (belonging to any gang). For each selected fighter, you may change that fighter's facing to any direction you prefer.

Trusty Backup ~Gamma~

You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.

This fighter gains a free Stub Pistol with Hangman Rounds. If this fighter survives the battle and is not Captured, move this item to your gang's Stash immediately.

Violent-Minded ~Gamma~

You may play this card when activating one of your gang's fighters.

For the duration of this activation, this fighter adds a +1 modifier when they roll to hit and also when they roll to wound, with either ranged or close combat attacks.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.