// Rulebook Scan Reference · Necromunda: Book of the Outlands, Pages 96–109

Ash Waste Nomads

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.

“The Great Equatorial Wastes have been fully cleansed of nomads. Protection will no longer be offered to any travelling through the area and all Enforcer patrols are hereby recalled.”
— Proclamations of the Lord Helmawr – 288.M38
+ Background lore — Ghosts of the Wasteland

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.

Caleb Tench, Ministorum Preacher, Necromundan 8th

“These pitiable creatures, their technology stagnated, mired in superstition, too unimaginative to do anything but repeat the mistakes of their ancestors, would be almost laughable did they not present such a visceral warning of where we might be, were it not for the guiding hand of Lord Helmawr and our glorious Imperium.”

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.

Helamites

For millennia, Necromundans believed that the Helamites were simply a wild, untameable menace. These insectoid beasts are huge and mutated, having grown fat feeding off slag mounds and irradiated soil. Yet the Ash Waste Nomads are capable of commanding many different subspecies of Helamite to obey their will — meekly and without protest, at that. In large-scale attacks, the nomads will direct Helamites to devour and rip their foes apart. The creatures are also used in place of bikes or grav-cutters in order to cross the wastes at speed, or to serve as a mobile perch for an opportunistic sniper.

That the nomads have tamed these insectoids where all others have failed is further proof to the people of Necromunda that they have lost their humanity. No house has ever managed to break the creatures’ will, never mind ride them into battle.

Gang Special Rules

// p.100

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.

Skill Access

// This gang's Fighters have access to the following Skill Sets — click one to see its skills
Fighter
ChieftainSecondaryPrimaryPrimarySecondary
WatcherPrimarySecondaryPrimary
StormcallerPrimaryPrimarySecondary
WarriorSecondaryPrimarySecondary
HunterSecondaryPrimary
Dust RunnerPrimarySecondary
Arthromite DuneskuttlerSecondaryPrimary
Arthromite SpinewyrmPrimarySecondary
Unbound HelamitePrimarySecondary
Ashwing HelamitePrimarySecondary

Fighter Cards

// p.101–104

Ash Waste Nomad Chieftain

120 Credits
MWSBSSTWIASv
6″3+3+333425+
LdClWilIntTypeStarting XP
8877Fighter (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:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ash Waste Nomad Equipment List and from the Trading Post.

Ash Waste Nomad Watcher

100 Credits
MWSBSSTWIASv
5″3+3+332425+
LdClWilIntTypeStarting XP
7777Fighter (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:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ash Waste Nomad Equipment List and from the Trading Post.

Ash Waste Nomad Stormcaller

140 Credits
MWSBSSTWIASv
5″3+4+332425+
LdClWilIntTypeStarting XP
6887Fighter (Champion)49

Call the Storm: While equipped with a Stormcaller staff, an Active Ash Waste Nomad Stormcaller can perform the Dust Storm action:

  • Dust Storm (Single): If the Visibility (X″) rule is not active for this battle, apply the Visibility (24″) rule. Otherwise, either increase or decrease the value of X″ by 6″ to a minimum of 6″. These effects last for the remainder of the battle and can be modified further by future uses of this ability.

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:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ash Waste Nomad Equipment List and from the Trading Post.

Ash Waste Nomad Warrior

45 Credits
MWSBSSTWIASv
6″4+4+331416+
LdClWilIntTypeStarting XP
6666Fighter (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:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ash Waste Nomad Equipment List and from the Trading Post.

Ash Waste Nomad Hunter

45 Credits
MWSBSSTWIASv
6″5+5+331426+
LdClWilIntTypeStarting XP
5665Fighter (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:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ash Waste Nomad Equipment List and from the Trading Post.

Ash Waste Nomad Dust Runner

25 Credits
MWSBSSTWIASv
6″5+5+331416+
LdClWilIntTypeStarting XP
5665Fighter (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:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Ash Waste Nomad Equipment List and from the Trading Post.

Arthromite Duneskuttler

225 Credits
MWSBSSTWIASv
6″3+5+553444+
LdClWilIntTypeStarting XP
7864Fighter (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.

Arthromite Spinewyrm

60 Credits
MWSBSSTWIASv
6″4+6+231416+
LdClWilIntTypeStarting XP
6764Fighter (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.

Unbound Helamite

70 Credits
MWSBSSTWIASv
8″5+6+331416+
LdClWilIntTypeStarting XP
6774Fighter (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.

Ashwing Helamite

70 Credits
MWSBSSTWIASv
8″4+6+231516+
LdClWilIntTypeStarting XP
6564Fighter (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:

  • Deploy Lure (Single): Place an Ashwing Lure in base contact with this Fighter. For the remainder of the battle, the lure is treated as terrain and any Ashwing Helamites this Fighter controls treat the Ashwing Lure as if it were their owner. Any Fighter can perform the Interact action while within 1″ of the Ashwing Lure in order to move a distance equal to their Movement characteristic and place the Ashwing Lure in base contact with the Fighter at the end of this move.

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.

Equipment List

// p.105 — prices for weapons and wargear available to this gang

Ranged Weapons — Auto/Stub Weapons

  • Autogun20 credits
  • Long rifle55 credits
  • Stub gun5 credits

Ranged Weapons — Blast Weapons

  • Blast carbine25 credits
  • Blast pistol10 credits
  • Blast rifle20 credits
  • Heavy blaster*75 credits

Ranged Weapons — Esoteric Weapons

  • Charge caster with shock blast rockets & krak rockets*110 credits

Ranged Weapons — Toxin Weapons

  • Venom caster75 credits

Ranged Weapons — Web Weapons

  • Web gun65 credits
  • Web pistol50 credits

Close Combat — Chain Weapons

  • Chain lance*30 credits

Close Combat — Esoteric Weapons

  • Stormcaller staff* (Stormcaller only)40 credits

Close Combat — Nomad Weapons (Brawler Specialist & Hunter Only)

  • Bone talons20 credits
  • Chitin dagger10 credits
  • Chitin gauntlet40 credits
  • Insective knife20 credits
  • Trident65 credits
  • Venom stave45 credits
  • Venom whip25 credits

Close Combat — Primitive Weapons

  • Long blade25 credits
  • Mono-hook25 credits
  • Stalking knife15 credits

Wargear — Armour & Field Armour

  • Mesh armour40 credits
  • Refractor field50 credits

Wargear — Personal Equipment

  • Bio-booster25 credits
  • Drop rig10 credits
  • Grav chute30 credits
  • Medicae kit20 credits
  • Photo-goggles35 credits
  • Photo-lumens15 credits
  • Respirator15 credits

Wargear — Weapon Accessories

  • Infra-sight10 credits
  • Mono-sight20 credits
  • Telescopic sight20 credits

Wargear — Mounts

  • Dustback Helamite55 credits

Wargear — Pets

  • Arthromite Spinewyrm60 credits
  • Ashwing Helamite70 credits
  • Unbound Helamite70 credits

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Equipment Reference

// 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.

Ranged — Blast Weapons
WeaponSRLRStrAPLTraits
Blast carbine10″24″31Rapid Fire (1), Shock (6+)
Blast pistol8″12″31Light, Shock (6+)
Blast rifle10″24″31Shock (6+)
Heavy blaster*12″36″4-11Heavy, Rapid Fire (2), Shock (6+)
Ranged — Esoteric Weapons
WeaponSRLRStrAPLTraits
Charge caster*20″40″4/6–/-21/2Shock blast rockets: Ammo (4+), Blast (3″), Heavy, Shock (6+). Krak rockets: Ammo (4+), Heavy
Ranged — Toxin Weapons
WeaponSRLRStrAPLTraits
Venom casterT-11Ammo (6+), Template, Toxin (3+)
Close Combat — Chain Weapons
WeaponSRLRStrAPLTraits
Chain lance*ES+1-21Heavy, Lance, Melee, Shred (6+)
Close Combat — Esoteric Weapons
WeaponSRLRStrAPLTraits
Stormcaller staff*ES+1-21Heavy, Lance, Melee, Unwieldy
Natural Weapons
WeaponSRLRStrAPLTraits
Barbed fangsES+11Melee, Rending (6+)
Helamite clawsE3-11Melee
MandiblesES-12Melee, Rending (6+)
Toxic mandiblesE-11Melee, Toxin (3+)
Close Combat — Nomad Weapons (Brawler Specialist & Hunter Only)
WeaponSRLRStrAPLTraits
Bone talonsES-11Melee, Rending (6+)
Chitin daggerES1Backstab, Melee, Rending (6+)
Chitin gauntletES+1-12Melee
Insective knifeES-11Backstab, Melee, Shock (6+)
TridentES+2-12Heavy, Melee, Parry, Shock (6+), Unwieldy
Venom staveE-21Melee, Toxin (3+)
Venom whipE1Knockback (6+), Melee, Toxin (3+)
Close Combat — Primitive Weapons
WeaponSRLRStrAPLTraits
Long bladeES-11Melee, Parry
Mono-hookES-12Melee
Stalking knifeES-11Backstab, Melee

Mounts — Dustback Helamite

// 55 credits — Exclusive

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.

Skill Set

// Necromunda Core Rulebook, p.150–153