Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.
Beware the stalkers of the wastes — pitiless warriors who see all others on Necromunda as their hated foe. The Ash Waste Nomads are as numerous as they are hostile, and throughout Necromunda’s long history have struck terror into any who dared travel the wastelands unprepared. Just as many of their foes have been cut down fleeing in panic as have chosen to stand and fight. The nomads craft their weapons from the reclaimed equipment scavenged from their enemies and clad themselves in robes and rebreathers so not an inch of their skin is visible, and no one truly knows what lies beneath. These could be a lost, ancient line of people; yet the nomads could just as easily have shed the remains of their humanity millennia ago — assuming they were ever human to begin with…
Rarely do the prey of the Ash Waste Nomads see them coming. These hunters will lie for hours even in harsh ash storms, cloaked in their flowing ‘haaz’arn’ robes that grant both protection and camouflage. Once an ill-fated road gang, mercator convoy or caravan troupe rolls close enough, the nomads strike seemingly from nowhere with rifles, knives and toxins. Should their own number fall, their bodies are never discovered — it is unclear if dead nomads are reclaimed, or whether they ever truly die in the first place.
The Ash Waste Nomads will ruthlessly target anything and anyone within the expanses of the wastes. It is clear that they view everything on the planet’s surface as their own — the only reason they have rarely, if ever, terrorised uphive territories is likely only due to them being out of easy reach. Those traders moving between hives and duster settlements must always carry enough firepower to gun down an entire company, and only travel in good weather. Nomad raiders, however, appear unperturbed by even the most ferocious of storms and use the cover they provide to strike suddenly and pick off gangs many times their size, often with no casualties of their own. The tribes of the wastelands have been studied as much as is possible, with several works created about them. However, little is verifiable and much is mere speculation — but there are known to be large groups within the Great Equatorial Wastes between Hive Primus and Cinderak City, as well as within the toxic desolation stretching between the Palatine and Mynerva Clusters.
There is nothing more nightmarish to a duster than a tribe of Ash Waste Nomads. Though this is partially due to the latter’s prowess at fighting within Necromunda’s unfavourable atmosphere, it is also in no small part due to the near total lack of proven knowledge about them, despite their existence stretching back millennia. They wear clothes so thick that whatever lies beneath is obfuscated, and many believe that even if they were once human, they may have since transformed into something entirely different. Paired with a mixture of scavenged weapons and those of a far more deadly, unknowable design, the nomads are formidable foes that can break enemy morale just by appearing on the horizon.
There is so little information available about the nomads that every iteration of their origin is pure speculation. The only proven fact is that the nomads predate the rise of the first Helmawrs, and have been around at least since the Imperium first blasted Necromunda to ash and brought it into their fold. One of the most popular theories holds they were a slave caste of the Iron Lords, broken from their bonds upon the fall of the first Aranthians at the Imperium’s hands, and that they now stalk the wastes, filled with hatred for all that came after. Another casts the nomads as the descendants of Necromunda’s original citizens, and the Iron Lords as their rulers, rather than their masters. In this story, their hatred is primarily for Lord Helmawr, and they will stop at nothing to cripple his power and slaughter his subjects in revenge. One thing is for certain — the nomads show hostility to all but their own.
The major tribes of the Ash Waste Nomads often have two recorded names: one overheard in what historians can only assume is their native tongue; and a rough translation into Low Gothic, the standard language of the Imperium. The Tsun’ghar are the largest tribe to have been sighted, and are named in Enforcer reports as the Grey Waste Walkers. Others include the Baak’hau, known colloquially as the Oilrun Stalkers, or the Urh’nag, also called the Dustwall Crawlers for their prowling of the Secundus Exclusion Zone.
The power structure of a tribe is not fully understood. However, each one is theorised to have a leader who embodies the spirit the tribe worships. There is a different spirit — and therefore leader — of each tribe, which personifies different elements of the dead planet’s landscape. More strangely, each spirit demonstrates a strange power over the element they represent. No one truly knows whether this is a psychic phenomenon or if some ancient technology is at work. The Baak’hau, for example, dwell near the Poison Sea and have been sighted following a figure known as the Sump Spirit, who drips with poisonous slag and can manipulate the slick filth of the sea. The Ka’toka, or Leadsky Seers, reside on the edge of the Irradium Oceanus, where great storms are common and frequently devastating. Their Great Spirit is the Storm Dancer, a warrior clad in fluttering rags and robes who can control the savage winds of Necromunda. Very few have gone up against an ash waste spirit and have lived to tell the tale.
Ghosts of the Wastes: At the start of the battle, before the first roll for Priority, two Ash Waste Nomad Fighters may swap positions on the battlefield. Additionally, Ash Waste Nomad Fighters ignore both difficult and dangerous terrain.
Natives of the Wastes: An Ash Waste Nomad gang may not include any Vehicles or Mounts that are not included in their Equipment List.
Starting Skills: When added to a Gang Roster, all Ash Waste Nomad Leaders and Champions may select one skill from one of their Primary Skill Sets.
| Fighter | ||||||
|---|---|---|---|---|---|---|
| Chieftain | Secondary | – | – | Primary | Primary | Secondary |
| Watcher | – | – | – | Primary | Secondary | Primary |
| Stormcaller | Primary | – | – | Primary | Secondary | – |
| Warrior | Secondary | – | – | Primary | – | Secondary |
| Hunter | – | Secondary | Primary | – | – | – |
| Dust Runner | Primary | – | – | Secondary | – | – |
| Arthromite Duneskuttler | Secondary | Primary | – | – | – | – |
| Arthromite Spinewyrm | Primary | – | – | Secondary | – | – |
| Unbound Helamite | Primary | Secondary | – | – | – | – |
| Ashwing Helamite | Primary | – | – | Secondary | – | – |
// p.101–104
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 3+ | 3+ | 3 | 3 | 3 | 4 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 8 | 8 | 7 | 7 | Fighter (Leader) | 61 |
Equipment: When added to a Gang Roster, an Ash Waste Nomad Chieftain may purchase weapons and wargear from the Ash Waste Nomad Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 3+ | 3 | 3 | 2 | 4 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 7 | 7 | 7 | Fighter (Champion) | 37 |
Equipment: When added to a Gang Roster, an Ash Waste Nomad Watcher may purchase weapons and wargear from the Ash Waste Nomad Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 4+ | 3 | 3 | 2 | 4 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 8 | 8 | 7 | Fighter (Champion) | 49 |
Call the Storm: While equipped with a Stormcaller staff, an Active Ash Waste Nomad Stormcaller can perform the Dust Storm action:
Equipment: An Ash Waste Nomad Stormcaller is equipped with a Dustback Helamite (included in their cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Ash Waste Nomad Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 4+ | 4+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 6 | Fighter (Ganger, Specialist) | 13 |
Equipment: When added to a Gang Roster, an Ash Waste Nomad Warrior may purchase weapons and wargear from the Ash Waste Nomad Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 5+ | 5+ | 3 | 3 | 1 | 4 | 2 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 6 | 6 | 5 | Fighter (Prospect) | 4 |
Starting Skill: An Ash Waste Nomad Hunter has the Infiltrate skill.
Equipment: When added to a Gang Roster, an Ash Waste Nomad Hunter may purchase weapons and wargear from the Ash Waste Nomad Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 5+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 6 | 6 | 5 | Fighter (Prospect) | 1 |
Equipment: When added to a Gang Roster, an Ash Waste Nomad Dust Runner may purchase weapons and wargear from the Ash Waste Nomad Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 3+ | 5+ | 5 | 5 | 3 | 4 | 4 | 4+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 8 | 6 | 4 | Fighter (Beast, Brute) | 25 |
Hard to Kill: An Arthromite Duneskuttler is notoriously hard to kill; when rolling on the Lasting Injury table for an Arthromite Duneskuttler, roll twice and apply whichever result the owning player wishes.
Skills: An Arthromite Duneskuttler has the Clamber skill.
Equipment: An Arthromite Duneskuttler is armed with mandibles. They may not purchase or be equipped with additional weapons or wargear.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 4+ | 6+ | 2 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 7 | 6 | 4 | Fighter (Beast, Pet) | 13 |
Leash Range: An Arthromite Spinewyrm has a 6″ Leash range.
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.
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.
Equipment: An Arthromite Spinewyrm is armed with barbed fangs. They may not purchase or be equipped with additional weapons or wargear.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 8″ | 5+ | 6+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 7 | 7 | 4 | Fighter (Beast, Pet) | 13 |
Leash Range: An Unbound Helamite has a 3″ Leash range.
Spare Mount: If an Unbound Helamite’s owner is equipped with a Dustback Helamite and is Suppressed whilst within 1″ of an Active Unbound Helamite, they may make an Agility test. If the test is passed, the Unbound Helamite changes its Status to Suppressed instead of its owner.
Equipment: An Unbound Helamite is armed with Helamite claws. They may not purchase or be equipped with additional weapons or wargear.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 8″ | 4+ | 6+ | 2 | 3 | 1 | 5 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 5 | 6 | 4 | Fighter (Beast, Flying, Pet) | 13 |
Leash Range: An Ashwing Helamite has a 9″ Leash range.
Ashwing Lure: While Active, an Ashwing Helamite’s owner may perform the Deploy Lure action:
Once an Ashwing Lure has been placed upon the battlefield, it may be activated as if it were a Fighter. When it is activated, all Ashwing Helamites it controls are activated as a single Group Activation.
Equipment: An Ashwing Helamite is armed with toxic mandibles. They may not purchase or be equipped with additional weapons or wargear.
// p.105 — prices for weapons and wargear available to this gang
* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.
// p.106–107 — every weapon on the Ash Waste Nomad Equipment List is exclusive to this gang; standard Trading Post profiles cover Web gun and Web pistol. See the Trading Post & Equipment page for the full weapon list.
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Blast carbine | 10″ | 24″ | 3 | – | 1 | Rapid Fire (1), Shock (6+) |
| Blast pistol | 8″ | 12″ | 3 | – | 1 | Light, Shock (6+) |
| Blast rifle | 10″ | 24″ | 3 | – | 1 | Shock (6+) |
| Heavy blaster* | 12″ | 36″ | 4 | -1 | 1 | Heavy, Rapid Fire (2), Shock (6+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Charge caster* | 20″ | 40″ | 4/6 | –/-2 | 1/2 | Shock blast rockets: Ammo (4+), Blast (3″), Heavy, Shock (6+). Krak rockets: Ammo (4+), Heavy |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Venom caster | T | – | – | -1 | 1 | Ammo (6+), Template, Toxin (3+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Chain lance* | E | – | S+1 | -2 | 1 | Heavy, Lance, Melee, Shred (6+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Stormcaller staff* | E | – | S+1 | -2 | 1 | Heavy, Lance, Melee, Unwieldy |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Barbed fangs | E | – | S+1 | – | 1 | Melee, Rending (6+) |
| Helamite claws | E | – | 3 | -1 | 1 | Melee |
| Mandibles | E | – | S | -1 | 2 | Melee, Rending (6+) |
| Toxic mandibles | E | – | – | -1 | 1 | Melee, Toxin (3+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Bone talons | E | – | S | -1 | 1 | Melee, Rending (6+) |
| Chitin dagger | E | – | S | – | 1 | Backstab, Melee, Rending (6+) |
| Chitin gauntlet | E | – | S+1 | -1 | 2 | Melee |
| Insective knife | E | – | S | -1 | 1 | Backstab, Melee, Shock (6+) |
| Trident | E | – | S+2 | -1 | 2 | Heavy, Melee, Parry, Shock (6+), Unwieldy |
| Venom stave | E | – | – | -2 | 1 | Melee, Toxin (3+) |
| Venom whip | E | – | – | – | 1 | Knockback (6+), Melee, Toxin (3+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Long blade | E | – | S | -1 | 1 | Melee, Parry |
| Mono-hook | E | – | S | -1 | 2 | Melee |
| Stalking knife | E | – | S | -1 | 1 | Backstab, Melee |
A Fighter equipped with a Dustback Helamite gains the Mounted and Agile Subtypes, the Mighty Leap skill and sets their Movement characteristic to 8″. When they perform a Dash action, they add 4″ to their Movement characteristic instead of their Initiative.
A Dustback Helamite is equipped with Helamite claws, which gain the Additional Attacks (1) trait.
Pages 96, 108 and 109 are full-page character art and studio model photography; see the Source tab to view them — no rules text is printed on those pages.