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Necromunda: Road War Campaign Rules Part 2


NECROMUNDA: ROAD WAR CAMPAIGN RULES #2
DESIGNED AND WRITTEN BY: COMMANDER CHEAPSKATE

13. GANGSINTHEASHWASTES
Gangs in the Ash Wastes follow a few different rules then gangs in the Underhive. Those differences are explained below.
GANG CREATION
Players will have a total of 1500 Credits to build their gang. This pool of credits is used to purchase both fighters and vehicles they occupy. In addition, any credits not spent from your starting credits are lost to the gang once it plays its first game. The Ash Wastes is a hard place to save money in.
Drivers/Riders: Any member of the gang may be designated as a driver or rider except a Juve. Juves may be a passenger or rider on a vehicle, but may only take control in an emergency situation. All members of a gang must be able to ride the Ash Wastes in a vehicle, either as Drivers or Crew. In an instance where all the fighters of a gang can't do this, they are immediately deleted from the roster, having succumbed to the innumerable dangers of the Ash Wastes. If you want to survive, you have to stay mobile!
Equipment: All equipment from the Underhive will work in the Ash Wastes as well as Ash Wastes equipment will work in the Underhive. Also, regardless of Gang, all fighters automatically start off with a Fighting Knife in their inventory. This fighting knife does not count towards the maximum number of weapons a fighter may carry. Life is dangerous in the Ash Wastes, walking around without at least a good knife is a good way to get killed...
Vehicles: When first creating a gang, all Vehicle upgrades and weapons are unavailable. The only upgrade that can be purchased for Vehicles are Drive. Gangs can not purchase any components for their vehicles until after their very first battle. This is to represent that the Gang is newly arrived to the Ash Wastes, desperate to escape whatever threat they drove them into the wastelands. Once they have been blooded after their first battle, they may purchase components for their vehicles as usual, you're going to need it...
Starvation: Starvation and dehydration are real dangers in the Underhive, and exponentially so in the Ash Wastes. At the end of each battle, during the post game, gangs must pay a “Starvation” tax of 5 Credits per fighter on their roster. This is to represent the cost fighters must pay to purchase rations of
food and water in order to survive. If players are unable to do this, the number of fighters who are “starving” immediately go into Recovery and will miss their next battle as they struggle to survive; too weak and famished to do anything else. If these fighters suffer a second consecutive bout of starvation, they are immediately deleted from the roster, having died from their lack of nutrients. Lack of food and water is just as deadly as a bullet. Keep your fighters healthy...
Returning to the Hive: Once a gang enters the Ash Wastes it will not be able to return to the Hive. All the gang’s current territories, contacts, loyalties, you-name-it are left at the wall as they start their new life of desperation out in the Ash Wastes. The gang gains the Ash Waste Territory and now follows all the rules for that type of gang as listed below. This means that a Cawdor gang that exits the Hive and enters the Ash Wastes will now follow the rules for House Gangs below.
15. GANG COMPOSITION:
All gangs follow these rules when they are founded:
  • There must be one Leader
  • The total number of Gangers in the gang must always be equal to, or higher than, the total number of other fighters (Leaders, Juves, and Champions) in the Gang, not counting Hanger Ons.
  • A Fighter can be equipped with a maximum of three weapons. Weapons marked with an astreks (*) take up the space of two weapons.
  • Any Fighter may take Wargear.
  • Weapon accessories marked with a dagger (^) may not be combined together on the same
    weapon. If one such accessory is purchased for a weapon, another may be added.
    During a campaign, all gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply:
  • A gang founded for a campaign can contain no more than two Champions. Additional Champions may be added to the gang during the course of the campaign.
  • During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang’s Stash, rather than purchasing new equipment.
    During the course of the campaign, gangs may gain new equipment, either by purchasing it from the Trading Post or as a result of Territory Boons. These items are added to the gang’s Stash and may be distributed among fighters during any Post-battle sequence:
  • A fighter cannot be given a new weapon of a type not allowed by their entry within their House list.
  • Juves and Gangers cannot be given a new weapon if it would take them above the limit of three weapons carried.
  • A Leader or Champion can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘set’ of equipment, as described on page 95 of the Necromunda Rulebook.
    14. ASH WASTE NOMADS
    Outside the hives of Necromunda only the tough and resilient survive. The constantly shifting factory wastes, the sudden appearances of toxic sludge seas, and acid rain storms all compete to claim the unwary. Yet out of this inhospitable terrain come the Ash Wastes Nomads.
Ash Waste Nomads come from all walks of life: scummers, outlaws, corrupt Hive Officials, outcasts, escaped slaves, and countless other individuals. Yet, in spite of their myriad and shifting origins, all Ash Waste Nomads flee the Underhive to the wastelands for one simple reason: Survival.
Because of their diverse backgrounds, Ash Waste Nomads present an opportunity to let your gaming imagination run wild. You can use a combination of different miniatures, conversions, and other models to create a gang with a character all of its own. The gang list presents a variety of profiles for each character type available, together with unprecedented access to a wide range of equipment thanks to them using the entire Trading Post as their Equipment List. The options are almost limitless.
This is deliberate. Ash Waste Nomads come from not only all corners of Necromunda, but from all corners of the Imperium and beyond. They are bands of raiders thrown together by the knowledge that working in a group is far safer and more profitable in the long run than working alone. Former gang members, deserter Guardsmen, abhumans, even aliens, all can be brought together within this unique gang and over time, just like any other gang it can become more diverse and colorful through the addition of Hangers-on in the form of supporting staff, Exotic Beasts, and so forth.
ASH WASTE NOMADS IN CAMPAIGNS
POST-BATTLE ACTIONS
The Nomad Leader and any Nomad Champions in the gang can make one post-battle action, in the same way as a Leader or Champion respectively.
SKILL ACCESS
When creating an Ash Waste Nomad gang, pick any four skill sets apart from Leadership. Rank them from 1 to 4 – 1 being the skill set that most embodies the way you envisage the band operates as a team. Each fighter’s access to the skill sets is then determined by looking at the table below – this should be noted down separately”
Ash Waste Nomads also know the Ash Waste Skills, Boarding Skills, Crew Skills, and Driving Skills as Primary Skills in addition to any other skills the player wishes to use for their gang. This is to represent the years of learning to survive in the Ash Wastes.
HANGER-ONS, HIRED GUNS, AND DRAMATIS PERSONAE
Ash Nomad gangs may hire only Outlaw Dramatis Personae and Hive Scum in the same way as other Gangs. However, they may not hire Bounty Hunters due to an Ash Waste Nomad's often colorful and checkered past. Additionally, Ash Nomads may hire Hanger-ons, but they use the following table:
Fighter
Primary
Secondary
Nomad Leader
1 & 2 plus Leadership
3 &4
Nomad Champion
1 &2
3 & 4 plus Leadership
Specialist
1 &2
3 &4
Reputation
Maximum Hanger-ons
Less than 0
1
10 to 14
2
15 to 19
3
20 to 24
4
Each additional 5
+1
HOUSE LEGACY: 30 CREDITS
(GOLIATH, ESCHER, CAWDOR, ORLOCK, VAN SAAR, DELAQUE)
Ash Waste Nomads may flee to Ash Wastes from all over Necromunda and even beyond, and many exotic and outlandish countenances and accents are present in Ash Waste Nomad gangs. By far the most common Ash Waste Nomads on Necromunda are former gang members – a ganger may become a Nomad for many reasons; some are cast out by their House for some unforgivable indiscretion, others tire of taking orders from hated under-bosses, whilst still others desire more from life and break away from the confines of gang hierarchy in search of greater wealth and adventure.
Whatever the reason, such individuals will often cling to the trappings of their House identity, using weapons and Armor associated with their former House even as they rub shoulders with comrades who they once would have considered mortal enemies. Many even maintain close ties with former gang mates, keeping open valuable channels through which they retain access to specialist equipment and tap into insider information.
Any fighter in an Ash Nomad gang may be given a single House Legacy for 30 credits. A fighter with a House Legacy may choose equipment from the Escher, Goliath, Van Saar, Delaque, Cawdor or Orlock House Equipment Lists.
A Nomad Leader or Nomad Champion may purchase Status Items or Exotic Beasts associated with their House Legacy. For example, a Nomad Leader with a House Goliath Legacy may purchase a Sumpkroc.
Finally, and regardless of House Legacies within the gang, an Ash Nomad gang may hire Hangers-on and Brutes, but may not hire any Hangers-on or Brutes associated with a specific House. For example, an Ash Nomad gang may hire a Jotunn H-Grade Servitor Ogryn, but may not hire a Brute only available to a specific House, such as a Goliath ’Zerker.
FIGHTERS
A starting Ash Nomad Gang is made up of the following fighters:
NOMAD LEADER: 110 CREDITS
Select one of the following profiles to use when recruiting your Nomad Leader
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
5”
3+
3+
3
3
3
3+
2
7+
6+
5+
6+
4”
3+
4+
3
4
3
4+
2
6+
6+
5+
5+
3”
3+
5+
4
4
3
5+
2
7+
5+
8+
9+
4”
4+
2+
3
3
3
3+
1
5+
5+
6+
5+
EQUIPMENT
A Nomad Leader has a Respirator. When hired, they may choose Common Equipment, and Rare Equipment with a Rarity value up to and including 11, from the Trading Post. They have no equipment restrictions.
STARTING SKIL
Nomad Leaders start with one skill chosen from their Primary Skill Sets
NOMAD CHAMPION: 85 CREDITS
Select one of the following profiles to use when recruiting your Nomad Champion.
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
5”
4+
4+
3
3
2
4+
2
7+
6+
7+
7+
4”
4+
4+
3
4
2
4+
2
6+
6+
6+
5+
3”
3+
5+
4
4
2
5+
2
7+
5+
8+
8+
4”
5+
2+
3
3
2
4+
1
6+
6+
6+
6+
EQUIPMENT
A Nomad Champion has a Respirator. When hired, they may choose Common Equipment, and Rare Equipment with a Rarity value up to and including 10, from the Trading Post. They have no equipment restrictions.
STARTING SKIL
Nomad Champions start with one skill chosen from their Primary Skill Sets
NOMADS: 50 CREDITS
Select one of the following profiles to use when recruiting your Nomad.
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
5”
4+
4+
3
3
1
4+
1
7+
6+
7+
7+
4”
4+
4+
3
4
1
5+
1
6+
6+
7+
6+
3”
3+
4+
3
4
1
5+
1
7+
6+
8+
9+
4”
5+
3+
3
3
1
4+
1
6+
6+
6+
7+
EQUIPMENT
A Nomad has a Respirator. When hired, they may choose Common Equipment, and Rare Equipment with a Rarity value up to and including 8, from the Trading Post. They have no equipment restrictions.
15. HOUSE GANGS
It is inevitable that a House Gang can get ousted by its Noblemen. What really happens when a house gang is outlawed in the Underhive and then continues to degrade itself and continually laughs in the face of the house masters? Well, they get exiled. House Gangs in the Ash Wastes are banished, outlawed, and forgotten remnants of the Underhive Houses. They still adhere to their former house rules and lineage in an attempt to one day be accepted back into the house structure.
When you play a House Gang in the Ash Wastes you must choose one of the six houses of Necromunda from the Original Rule Book. Use Standard Gang Creation Rules for it.
SKILL ACCESS
House Gang fighters can also learn Ash Waste Skills, Boarding Skills, Crew Skills, and Driving Skills.
However, these are considered Secondary Skills in addition to any other skills the player wishes to use for their gang. This is to represent that the House Gangs are still learning how to survive in the Ash Wastes.
16. VENATOR GANGS
Venators are notorious for being harsh, closed minded, brutal, and devastating when they are on the hunt. What is it that every hunter wants, is it the thrill of the chase? Is it the thrill of the capture? But for sure it is the look on the face of the mark as it wakes up all alone in the custody of a bounty hunter on the way to the guilders to collect their bounty. That is what it is all about, the credits. Did you know you have a price on your head too? Out in the Ash Wastes the Guilders do have their mercenaries, but sometimes they need to call out their big guns, their Venator Gangs. Venator Gangs are sanctioned by the Bounty Hunter Guild and are definitely to be feared out in the Ash Wastes.
When you play a Venator Gang in the Ash Wastes, use the same rules as outlined in Necromunda: Book of Peril Rules.
SKILL ACCESS
Venator Gang fighters can also learn Driving Skills as a Primary Skill, as successful vehicle operation is paramount in a Venator Gang's skillset to survive in the Ash Wastes. However, Ash Waste Skills, Boarding Skills, and Crew Skills are considered Secondary Skills in addition to any other skills the player wishes to use for their gang. This is to represent that the Venator Gangs can rundown and hunt their prey, but are still learning how to survive in the Ash Wastes.
17. PIT SLAVE GANGS
Guilders often augment slaves with crude bionic tools, saws and blades for fighting or drills and hammers for working in the mines and forges. Plugs and connection points pockmark their flesh and they are pierced with steel rods and metal plates to strengthen their bodies. If a slave proves useful to the Guilders then their implants are progressively upgraded so they become hardened and more efficient, eventually becoming inhuman caricatures of the hivers they once were. Outsiders often note that the more cybernetic parts a slave is grafted to the more their humanity seems to be leeched away.
Determined slaves eventually escape from captivity in ones or twos or in mass breakouts if a mine collapses or a caravan is attacked. The vast waste zones provide ample hiding places for these desperate souls, so few are recaptured. Guilders write off any lost slaves and simply buy more from trading posts and courts, though they still impose a bounty on all escaped slaves implanted with their insignia. Unaugment slaves can return to a life of normality in distant settlements or uphive where their faces won't be recognized, but slaves that can't hide the familiar Guilder implants that exposes their past are destined for a mistrusting and persecuted existence.
Heavily augmented slaves band together for mutual support subsisting at the fringes of the badzones and Ash Wastes. These pit slave gangs raid Guilder caravans, holesteads and settlements for food, weapons and implants to replace damaged parts, but closest to their hearts is causing the Guilds as much trouble as possible. The pit slaves brandish their bio-weapons as symbols of the torturous misery they have overcome and for the overwhelming hatred they feel for all Guilders.
GANG COMPOSITION:
All Pit Slave Gangs follow these rules when they are founded:
  • There must be one Pit Slave Chiefs
  • The total number of Pit Slaves in the gang must always be equal to, or higher than, the total number of other fighters (Pit Slave Chief, Technos, and Pit Fighters) in the Gang, not counting
Hanger Ons.
  • A Fighter can be equipped with a maximum of three weapons. Weapons marked with an astreks (*) take up the space of two weapons.
  • Any Fighter may take Wargear.
  • Weapon accessories marked with a dagger (^) may not be combined together on the same
    weapon. If one such accessory is purchased for a weapon, another may be added.
    During a campaign, all gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply:
During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang’s Stash, rather than purchasing new equipment.
During the course of the campaign, gangs may gain new equipment, either by purchasing it from the Trading Post or as a result of Territory Boons. These items are added to the gang’s Stash and may be distributed among fighters during any Post-battle sequence:
  • Pit Slaves cannot be given a new weapon if it would take them above the limit of three weapons carried.
  • A Pit Slave Chief or Techno can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘set’ of equipment, as described on page 95 of the Necromunda Rulebook.
    SPECIAL RULES
    EXPERIENCED
    Pit slaves are already hardened fighters having fought before and during their imprisonment. All Pit Slave gang members start with one randomly determined experience advance. Use the table below to determine the advancement:
2d6
Advancement
2
The Fighter learns a Primary Skill: Choose a skill from a Primary Skill Set.
3-4
Improve the Fighter's Weapon Skill or Ballistic Skill characteristic by 1
5-6
Increase the Fighter's Strength or Toughness characteristic by 1
7
Either add 1” to the Fighter's Movement Characteristic or increase their Initiative Characteristic by 1
8-9
Improve the Fighter's Willpower or Intelligence Characteristic by 1
10-11
Improve the Fighter's Leadership or Cool Characteristic by 1
12
The Fighter learns a Secondary Skill: Choose a skill from a Secondary Skill Set.
PIT SLAVE WEAPONS
Guilders augment their slaves with an array of mechanical bio-implant tools.
Slave Arm: A Pit Slave Weapon replaces the fighter's whole arm so can only be replaced by another Slave Weapon. A Pit Slave Weapon cannot hold or use a regular weapon. For example, it cannot hold a sword to be used in close combat, or to throw a grenade.
Injury: If a Pit Slave Weapon suffers a Hand Injury, then the roll is treated as an Out Cold result instead. It is assumed that any damage to pit slave weapons are repaired in time for the next game by
their Technos.
Noisy: Pit Slave Weapons must test to sound the alarm when used in scenarios such as The Raid.
POST-BATTLE ACTIONS
The Technos in the gang can make one post-battle action, in the same way as a Leader or Champion respectively.
SKILL ACCESS
Pit Slave Gang fighters have access to the following skills:
Fighter
Agility
Brawn
Combat
Cunning
Ferocity
Leadership
Shooting
Savant
Pit Slave Chief
-
Primary
Primary
-
Secondary
Primary
Secondary
-
Techno
-
-
Secondary
Secondary
-
Secondary
Primary
Primary
Pit Fighter
Secondary
Primary
Primary
-
Secondary
Secondary
-
-
Pit Slave Specialist
-
Primary
Primary
-
Secondary
-
Secondary
-
Pit Slave Gangs also know the Ash Waste Skills, Boarding Skills, and Crew Skills as Primary Skills in addition to any other skills the player wishes to use for their gang. This is to represent the years of learning to survive in the Ash Wastes. Driving Skills, however, are considered Secondary Skills, due to the fact that most Pit Slaves physically unable to operate vehicles and thus require time and practice to do so.
As master escape artists who fled from bondage and slavery, all fighters within a Pit Slave Gang automatically know the Escape Artist Skill.
HANGER-ONS, HIRED GUNS, AND DRAMATIS PERSONAE
Pit Slave gangs may not hire Hired Guns, Dramatis Personae, or Hanger-ons. This is due to their outlawed and wanted status as escaped slaves.
FIGHTERS
The starting Pit Slave Gang is made up of the following Fighters:
PIT SLAVE CHIEF: 145 CREDITS
The pit slave chief is a natural leader, the one who the others look to for direction in their battle against the Merchant Guild. Usually the chief is the one who led the others to freedom and who has kept the slaves together through their wanderings ever since. Pit slave chiefs have to work hard to keep their position amongst the ruthless cut-throats they lead, a favored way is to acquire numerous bionic implants and armor plates. A fully arrayed chief is terrifying, his many machine arms snapping insanely.
EQUIPMENT
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
4”
3+
3+
4
4
2
3+
3
5+
4+
8+
7+
A Pit Slave Chief is equipped with Armor Plates. They have no weapon restrictions.
PIT SLAVE WEAPONS
The Pit Slave Chief must be equipped with a pit slave weapon. The Chief can also have an additional pit slave weapon which is fitted separately, effectively giving the Chief an extra 'arm'. In hand-to-hand combat this allows the Chief to use three close combat weapons or hold a basic/special weapon with one hand and still use two close combat weapons.
STARTING SKILL
Pit Slave Chiefs start with one free skill chosen from their Primary skill sets.
TECHNO: 110 CREDITS
Technos manage the upkeep and maintenance of the pit slaves, whether it be as simple as oiling gears and tightening chains or as complex as transplanting bionic limbs. Technos are slaves whose implants and bionics are not noticeable by members of the Underhive. As such they usually act as emissaries and spies for the Gang, infiltrating into the Underhive to purchase equipment, weapons, and seek out useful information to the Gang's survival. When a group of pit slaves make a break for freedom, a wise chief will always ensure that they take a techno with them to make repairs and keep the gang functioning.
EQUIPMENT
A Techno starts with no equipment. They have no weapon restrictions.
STARTING SKILL
Technos start with one free skill chosen from their Primary skill sets.
PIT FIGHTER: 110 CREDITS
The most burly and aggressive pit slaves are thrown into fighting pits for the enjoyment of paying spectators. They are always augmented in some way; rending chainsaws and buzz saws create bloodbaths for the baying crowds while armor plates and toughened rod implants prolong the agonizing spectacle. Pit fighters can gradually chip away at the bounty on their head by surviving the fighting pits, but more often than not a vicious breakout is their only real chance for freedom.
EQUIPMENT
A Pit Fighter is equipped with Armor Plates. Pit Fighters rely exclusively on their Pit Slave Weapons so cannot use any other weaponry. However, they still have access to Armor and Personal Equipment.
PIT SLAVE WEAPONS
Pit Fighters must be equipped with two pit slave weapons. Note unlike a Chief, the Fighter's two slave weapons will replace both arms.
ADVANCES
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
4”
4+
2+
3
3
2
4+
1
5+
6+
6+
5+
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
4”
3+
-
4
4
2
4+
3
6+
5+
8+
8+
Due to a Pit Fighter's unusual armaments they cannot gain Shooting and Savant skills. A Pit Fighter cannot increase their Ballistic Skill advance.
STARTING SKILL
Pit Fighters start with one free skill chosen from their Primary skill sets.
PIT SLAVE: 60 CREDITS
Regular pit slaves make up the majority of slave gangs, scarred half-men with bitter memories of the normal life they used to enjoy. Slave chiefs only accept the most hate-filled and hardened slaves as only they can be expected to survive their war against the Merchant Guild. Pit slaves make frightening enemies, vengeful and careless of their own wounds as they tear apart hivers with industrial-sized mechanical weaponry.
EQUIPMENT
A Pit Slave is equipped with Armor Plates. They can be armed with Close Combat Weapons, Pistols, and Pit Slave Weapons.
PIT SLAVE WEAPON
Pit Slaves must be equipped with one Pit Slave weapon and cannot be armed with more. If the Pit Slave is equipped with a Claw, the Pit Slave may be use Basic and Special Weapons. One Pit Slave may be equipped with a Special Weapon at the beginning of the campaign. Others can be added during the course of the Campaign.
ADVANCES
Due to a Pit Slave's unusual armaments they cannot take the Gunfighter skill.
PIT SLAVE EQUIPMENT LIST
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
4”
4+
4+
4
4
1
4+
1
8+
5+
9+
8+
WEAPONS BASIC WEAPONS
Boltgun: 55 Credits Autogun: 15 Credits Lasgun: 15 Credits Shotgun: 30 Credits
(Solid Slugs and Scatter Shot)
WARGEAR GRENADES
  • Frag Grenades: 30 Credits
  • Krak Grenades: 45 Credits
CLOSE COMBAT WEAPONS
  • Maul: 10 Credits
  • Axe: 10 Credits
  • Fighting Knife: 10 Credits
  • Sword: 20 Credits
  • Chainsword: 25 Credits
  • Chain Axe: 30 Credits
ARMOR
  • Armor Plates: 10 Credits
    • 6+ Armor Save
    • Can be upgraded three times
    • +1 to Armor Save with each upgrade.
    • -1to Slave's Initiative each upgrade to a
      minimum of 6+.
    • Can't be combined with any other type
      of armor.
  • Steel Rod Limb Upgrades: 20 Credits
PIT SLAVE WEAPONS
Buzz Saw: 25 Credits
  • Chainsaw: 25 Credits
  • Claw: 25 Credits
  • Hammer: 25 Credits
  • Rock Drill: 20 Credits
  • Shears: 20 Credits
  • Tendrils: 20 Credits
+1 to the Fighter's Toughness
-1 to Fighter's Movement
This Upgrade can only be taken Once!
PISTOLS
  • Boltpistol: 45 Credits
  • Hand Flamer: 75 Credits
  • Autopistol: 10 Credits
  • Laspistol: 10 Credits
  • Stubgun: 5 Credits
  • Plasma Pistol: 50 Credits
PERSONAL EQUIPMENT
  • Bio-Booster: 35 Credits
  • Drop Rig: 10 Credits
  • Dumdum Rounds (For Stub Gun): 5
    Credits
  • Photo-Goggles: 35 Credits
  • Respirator: 15 Credits
  • Stim-Slug Stash: 25 Credits
  • Tool Upgrade: 15 Credits
    +1 Bonus to Pit Slave Weapon Strength.
    Can be taken multiple times.
SPECIAL WEAPONS
  • Flamer: 140 Credits
  • Grenade Launcher: 55 Credits
    (Frag and Krak Grenades)
  • Meltagun: 135 Credits
  • Plasma Gun: 100 Credits
HEAVY WEAPONS
  • Heavy Bolter: 160 Credits
  • Heavy Flamer: 195 Credits
  • Heavy Stubber: 130 Credits
  • Harpoon Launcher: 110 Credits
PIT SLAVE WEAPONS
Weapon
Range
Acc.
S
AP
D
AM
Traits
S
L
S
L
Buzz Saw
-
E
-
+1
S+2
-2
1
-
Disarm, Melee, Parry, Rending
Chainsaw
-
E
-
+1
S+1
-1
1
-
Melee, Perry, Rending
Claw
-
E
-
-
S
-
1
-
Melee, Allows Pit Slave to use Basic and Special Weapons.
Hammer
-
E
-
-
S+1
-1
2
-
Melee, Power
Rock Drill
-
E
-
-
S+2
-3
2
-
Melee Pulverize
Shears
-
E
-
-
S+4
-4
3
-
Melee
Tendrils
-
3”
-
-
S+1
-
1
-
Melee, Shock, Versatile
18. PALANTINE ENFORCER GANGS (MAIN FORCE PATROLS)
Every so often the Guilds will rattle their sabers and plead to Lord Helmwar for the need of Law and Order to prevail over the ruinous expanse of the Ash Wastes. Caravans, supply trains, and other Guilder concerns are often the target of the roving gangs inhabiting the wastelands. Destruction and chaos affect profits, and profits are the lifeblood of the Guilds.
In such cases, Lord Helmwar will endeavor to satisfy the concerns of the Guilds by dispatching Palantine Enforcers to establish the Main Force Patrols, where the law meets the lawlessness at the edge of Helmawr's control. In the Outlands, great Road Wars are waged as the Enforcers bring peace and stability through bolter, baton, and high performance kill machines.
The only thing separating the Enforcers from the maddened nomads who stalk the wastes is a simple bronze badge. The highways become white-lined nightmares as the Enforcers stalk the wastes in highly modified special pursuit vehicles, patrolling the outland-precincts. All throughout the Ash Wastes lie piles of flayed skulls, stamped with the spider-seal of the Enforcers, belonging to those who sought to break the Imperial Peace. When Enforcers patrol the open road, only question remains: Who will break first, the Main Force Patrol or the Ash Wastes?
When you play a Palantine Enforcer Gang in the Ash Wastes, use the same rules as outlined in Necromunda: Book of Judgement Rules; except for the following rule changes.
ENFORCER WEAPONS AND EQUIPMENT
Palanite Enforcer Gangs' weapons and equipment are not subject to the BEG, BORROW, AND STEAL special rules that other factions suffer from. The Main Force Patrols are regularly supplied from Hive City, so supplies are readily available.
SKILL ACCESS
Palantine Enforcer Gang fighters can also learn Driving Skills, Boarding Skills, and Crew Skills as Primary Skills. Their years of Academy training in such abilities is vital for the Main Force Patrols to exact their will upon the Ash Wastes. However, Ash Waste Skills are considered Secondary Skills in addition to any other skills the player wishes to use for their gang. This is to represent that while the Palantine Enforcers might control the roads, they are still strangers to surviving in the Ash Wastes.
TERRITORIES AND CAMPAIGN PHASES
An Enforcer Main Force Patrol can be fielded in an Ash Wastes campaign if players wish. But due to their nature will function differently to other gangs in a few important ways. Enforcers cannot occupy and control territories like other gangs can. Instead, they start the campaign in control of a single Territory, unique to them: Main Force Patrol Base.
  • Occupation Phase: During the Occupation Phase, Enforcers may challenge another gang for a nominated unoccupied Territory as normal. Similarly, another gang may challenge the Enforcers to fight for a nominated unoccupied Territory as normal. If the Enforcers win, rather than take control of the Territory, they must perform a Police Territory action (as follows):
    Police Territory: The Enforcers clean up the Territory. In a series of shock assaults and raids, they shut down criminal enterprises and flush out trouble makers.
    The Enforcers gain control of the Territory, but they gain no Boons from it.
    Immediately after taking control of the Territory, and after every successful defense of it, the Enforcers gain d3+1 Reputation and d3*10 Credits for purging the Territory of crime and collecting taxes to Lord Helmawr's fealty.
  • Unique Territory: Main Force Patrol Base: When the Palantine Enforcers bring their vehicles back to the Main Force Patrol Base for maintenance, all damage of all components is automatically repaired at no extra cost. This is to represent shipments of gear, supplies, and support from the Hive Primus to the Main Force Patrol Base.
    When the Main Force Patrol Base is under attack, use the Palantine Precinct rules from
Necromunda: The Book of Judgement.
In addition, the gang earns d6*10 Credits from this territory when collecting income.
A gang can never take control of a Main Force Patrol Base. If, however, a gang should assault the Main Force Patrol Base and win the ensuing battle, that gain will gain +5 Reputation.
19. SCAVVIES
Scavvies scratch out an existence in the most foul and polluted lands in the Ash Waste, hungrily watching for an opportunity to murder, rob and pillage anyone and anything nearby. Scavvies have to band together to survive and a typical band will be made up of several extended and severely inbred families. The dominant male in the band rules through brute strength, low cunning and having as many siblings as possible to exert his will. Though individual scavvies pose little threat to a well-armed gang they are cunning enough to use traps, ambushes and weight of numbers to even the odds.
Occasionally a Scavvy king will arise and unite several Scavvy bands together into a ramshackle tribe. Such coalitions can create a ragged horde of Scavvies big enough to overrun settlements and trading holes. The excesses of King Blacknose the 81st are still remembered with a shudder in the Underhive and the settlement of Dust Town has yet to recover from its period of rulership by the so-called Beggar King.
Fortunately Scavvy kings are usually more concerned with avoiding the attention of the authorities than conquest. They are far more likely to use fear, intimidation and extortion to get what they want. Their scrofulous subjects move in to blockade vital resources and charge dwellers "tolls" and "taxes" whenever they have the numbers to get away with it. At times like these the honest, hard-working settlers will look to gangs and bounty hunters to run the Scavvies off until life gets back to normal again.
GANG COMPOSITION:
All Scavvy Gangs follow these rules when they are founded:
  • There must be one Scavvy Boss
  • The total number of Scavvies in the gang must always be equal to, or higher than, the total number of other fighters (Scavvy Boss, Scalies, Mutants, Plague Zombies, and Ash Hounds) in the Gang.
  • A Fighter can be equipped with a maximum of three weapons. Weapons marked with an astreks (*) take up the space of two weapons.
  • Any Fighter may take Wargear.
  • Weapon accessories marked with a dagger (^) may not be combined together on the same
    weapon. If one such accessory is purchased for a weapon, another may be added.
    During a campaign, all gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply:
During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang’s Stash, rather than purchasing new equipment.
During the course of the campaign, gangs may gain new equipment, either by purchasing it from the Trading Post or as a result of Territory Boons. These items are added to the gang’s Stash and may be distributed among fighters during any Post-battle sequence:
  • Scavvies cannot be given a new weapon if it would take them above the limit of three weapons carried.
  • A Scavvy Boss can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘set’ of equipment, as described on page 95 of the Necromunda Rulebook.
    SPECIAL RULES
    SCROFULOUS RAIDERS
    Scavvies, like all gangs in the Ash Wastes, start off with the Wasteland Territory. However, unlike other gangs, Scavvies are unable to hold onto new territory. Their degenerate way of life quickly reduces the finest Territory to a similar level of degradation as the Scrofulous Wastes they inhabit. Scavvies can't occupy territory and instead must always LOOT them. When a gang LOOTs a Territory, it receives the maximum amount of Credits generated from it. After the Territory is LOOTed, it is marked as RAIDED RUINS, where no income is generated. If the Scavvies should ever lose territory, RAIDED RUINS is what they will receive from the Scavvies.
    SO MANY MUTATED MOUTHS TO FEED
    Scavvies are so impoverished, they can't afford to hire Hanger Ons, Brutes, or Dramatis Personae. No mercenary, hired scum, bounty hunter, or even deranged cultist is so desperate and low down enough to throw their lot in with a Scavvy gang. If they did, they just might end up eaten by the very gang who hired them...
    CANNIBAL STEW
    Scavvies aren't above a spot of Cannibalism when starvation looms. In fact, the consumption of an enemy's flesh is often considered a delicacy amongst the Scavvies, and oddly enough, seems to enhance the physical prowess of these degenerates. Whenever a Friendly or Enemy fighter is deleted from a Roster due to a Memorable Death, or any captured prisoners who aren't rescued; are in the Scavvy gang's possession, they may put the unfortunate soul into the pot to feed the gang.
    If this happens, take the Victim's Strength+Toughness+Wounds to generate servings of Cannibal Stew. For each serving of Cannibal Stew you give a member of your gang, choose one of the following effects:
    • Temporary +1 Strength for the next Battle only!
    • Temporary +1 Toughness for the next Battle only!
    • Temporary +1 Attack for the next Battle only
    • Roll a d6 to see if the enemy's flesh causes a random mutation. On a “6” a random mutation is permanently given to the fighter.
      Members of the gang may be given “multiple” servings of Cannibal Stew to stack effects for the next battle!
      SCAVVY FIGHTERS
      For purposes of Rules, Scavvy Bosses are Leaders, Scalies are Champions, and Scavvies and Mutants are Gangers.
      POST-BATTLE ACTIONS
      The Scavvy Boss can make one post-battle action, in the same way as a Leader or Champion
respectively.
SKILL ACCESS
Scavvy Gang fighters have access to the following skills:
Fighter
Agility
Brawn
Combat
Cunning
Ferocity
Leadership
Shooting
Savant
Scavvy Boss
Secondary
-
Secondary
Primary
Primary
Primary
-
-
Scalies
Secondary
Primary
Secondary
Secondary
Primary
-
-
-
Specialist
Primary
Secondary
Primary
Secondary
-
-
-
Plague Zombies
-
-
-
-
-
-
-
-
Ash Hounds
-
-
-
Primary
-
-
-
-
Scavvy Gangs also know the Ash Waste Skills, Boarding Skills, Crew Skills, and Driving Skills as Primary Skills in addition to any other skills the player wishes to use for their gang. This is to represent the years of learning to survive in the Ash Wastes.
SCAVVY BOSS: 90 CREDITS
The Scavvy Boss is typically the largest, strongest, fierce, and most cunning member of the tribe. As such, the Scavvy Boss as intimidated, fought, murdered, and clawed his way to the top of the dung heap. Scavvy Bosses merciless, psychotically cruel, and an unforgiving dictator, directing his band of mutants, cannibals, raiders, and murderers into submission. Scavvy Bosses have to work hard to keep their position amongst the ruthless cut-throats they lead, a favored way is to amass a large following of killers to do his bidding. Regardless of his standing, a Scavvy Boss is a conniving and ruthless killer, beware at all costs.
EQUIPMENT
A Scavvy Boss has no weapon restrictions.
STARTING SKILL
Pit Slave Chiefs start with one free skill chosen from their Primary skill sets.
SCALY: 140 CREDITS
Even in the hellish pit of the Ash Wastes some mutant strains stabilize after a time to form a distinct sub-species of abhuman. Scalies are one such strain, massive reptilian mutants as broad as they are tall. Their durability and strength are legendary and have a fearsome reputation to match. They seldom speak as their altered necks and twisted voice boxes have changed too much to speak human languages any more. This means little is known about their origins and whether hidden clans or tribes of Scalies exist in the most severely polluted badzones of the Ash Wastes. Why individual Scalies choose to ally themselves with Scavvies is unknown, but any Scavvy boss worth his salt will do everything in his power to recruit and hang on to as many Scalies as he can find.
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
4”
3+
4+
3
3
2
4+
2
4+
6+
5+
6+
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
4”
3+
4+
5
4
2
5+
2
6+
5+
8+
8+
EQUIPMENT
Scalies must purchase their equipment from the Scaly Weapon Lists.
STARTING SKILL
Scalies start with one free skill chosen from their Primary skill sets.
KILLER REP
All Scalies have the FEARSOME skill due to their reputation as merciless killers.
REGENERATE
Scalies can regenerate lost fingers, toes and even whole limbs in time, though the process is painfully slow. Roll a D6 for each serious injury a Scaly has after each game regardless of whether the Scaly fought in it or not. On a roll of a 6 the Scaly has recovered from the effect of the injury, erase it and the effect it has on any statistics from the gang roster. This includes Memorable Death!
COLD-BLOODED
Whenever a Scaly needs to take a Leadership, Cool, Willpower, or Intelligence check, roll 3d6 and choose the two for your result.
SCAVVY: 25 CREDITS
Scavvies are the rogues, cannibals, degenerates, mutants, madmen, and raiders that inhabit the deepest parts of the Ash Wastes. These individuals are so vile, so decadent, that not even the Ash Nomads will accept them into their ranks. Scavvies are traditionally irradiated, inbred, troglodyte like creatures who barely resemble humans in their most base state. While individually, Scavvies don't present a difficult challenge in combat; in huge mobs and gangs, many have fallen into the stew pots of such mutant warbands.
EQUIPMENT
Scavvies may be armed with Basic Weapons, Close Combat Weapons, and Pistols.
MUTANTS
Scavvies are often mutated by their dreadful living conditions. Most of these mutations are simply horrible and inconvenient: webbed fingers, extra toes, tentacles for noses, skin colors ranging from bright orange to sickly green and so forth. However some Scavvies are born with useful mutations and other mutants hide out amongst the Scavvies for fear of the Redemption and Imperial authorities. These creatures may have lashing tentacles, bony spikes, crablike claws and other natural weaponry. Scavvy bosses ruthlessly exploit these mutants as enforcers and gangers, though the mutants also enjoy a chance to make the normals pay for their repression.
Any Scavvy may be purchased as a mutant when he is recruited by choosing a mutation from the Mutations list and paying the appropriate cost. A mutant may only have one mutation and it is rare for mutations to be duplicated within the same gang, as such a mutant cannot be purchased with a mutation which another current scavvy gang member already has.
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
4”
4+
5+
3
3
1
4+
1
7+
7+
7+
7+
Claw (5cr): The mutant's hand is a huge claw. It can be used as a hand-to-hand weapon instead of holding a regular weapon, in which case it counts as having User+2 Strength.
Forearm Spines (5cr): The mutant gains a 6+ armor save against any hand-to-hand combat hits and allows the mutant to make a parry.
Hideous (5cr): The mutant causes fear.
Suckers (5cr): The mutant treats any sloping or vertical surfaces as if it was open ground allowing it to
freely move up and down terrain.
Tentacle (5cr): The mutant may re-roll Initiative tests for falling and in hand-to-hand combat may grapple his opponent to reduce his number of Attack dice by 1, to a minimum of 1.
Eyestalks (10cr): The mutant gains a 180o fire and vision arc and can squeeze behind cover better. Count an extra -1 to hit modifier when the mutant is benefiting from cover or partial cover.
Extra Arm (10cr): The mutant may use up to three pistols and/or hand-to-hand weapons in hand-to- hand combat, or hold a basic weapon with one hand and still use 2 close combat weapons with the others. If the mutant uses an “Unwieldy” weapon, ignore any penalties associated with it.
Bloated (15cr): The mutant gains a +1 Wounds characteristic bonus.
Diminutive (15cr): The mutant is shorter than average. The mutant is -1 to hit against with all ranged
attacks. This effect becomes -2 to hit against if they are behind cover.
Long Legs (15cr): The mutant gains a +2 bonus to his Movement characteristic.
Spikes (15cr): The mutant has a 5+ armor save.
Two Heads (15cr): Increases model's vision and fire arc to 180 Degrees, and allows them to make an extra ranged attack following the usual shooting rules, but only when firing two pistols.
Wings (15cr): The mutant can fly.
Wyrdo (35cr): The Mutant is a Psyker, as described on page 75 of the Necromunda Rulebook, drawing their powers from the Warp. The Wyrdo has access to the CHAOS CULT WYRD POWER LIST from Necromunda the Book of Ruin (page 35).
ASH HOUNDS: 100 CREDITS
In the Ash Wastes, dogs are no less common than anywhere else in the Imperium, though it must be said that they often provide a food source more readily than they provide their traditional roles of companion, guard or hunter. However, they do still have loyal friends amongst the people. Guilders breed and keep large hounds to protect their caravans and holdings, and Scavvies in particular take great pride in the breeding of dogs as guards and fighters. These “Ash Hounds” of the Scavvy Warbands show great diversity of type. Scavvies are frequently accompanied by packs of Ash Hounds. What’s more, due to the mutating effects of the Ash Wastes, many of these Ash Hounds sport usually useful mutations that aid them in combat.
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
5”
3+
-
3
3
1
4+
1
7+
6+
8+
8+
Weapon
Range
Acc.
S
AP
D
AM
Traits
S
L
S
L
Savage Bite
-
E
-
-
S+1
-2
1
-
Disarm and Melee
WATCH DOG
If the Ash Hound’s owner is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if they 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).
LOYAL PROTECTOR
Whilst the Ash Hound is Standing and either Active or Engaged, and within 3" of its owner, enemy fighters may not make a Coup De Grace action against the owner.”
MUTANTS
Ash Hounds are often mutated by their dreadful living conditions. Most of these mutations are simply horrible and inconvenient: webbed paws, extra limbs, tentacles, fur ranging from bright colors to scales, and so forth. However some Ash Hounds are born with useful mutations.
Any Ash Hound may be purchased as a mutant when he is recruited by choosing a mutation from the Mutations list and paying the appropriate cost.
Claw (5cr): The Ash Hound's paw has huge claws. It can be used as a hand-to-hand weapon User+2 Strength.
Forearm Spines (5cr): The Ash Hound gains a 6+ armor save against any hand-to-hand combat hits and allows the mutant to make a parry.
Hideous (5cr): The Ash Hound causes fear.
Suckers (5cr): The Ash Hound treats any sloping or vertical surfaces as if it was open ground allowing
it to freely move up and down terrain.
Tentacle (5cr): The Ash Hounds may re-roll Initiative tests for falling and in hand-to-hand combat may grapple his opponent to reduce his number of Attack dice by 1, to a minimum of 1.
Bloated (15cr): The Ash Hound gains a +1 Wounds characteristic bonus.
Long Legs (15cr): The Ash Hound gains a +2 bonus to his Movement characteristic. Spikes (15cr): The Ash Hound has a 5+ armor save.
Wings (15cr): The Ash Hound can fly.
PLAGUE ZOMBIES: 10 CREDITS
Zombie plague breaks out from time to time in the Ash Wastes and packs of flesh-eating plague zombies are yet another of the many dangers in the hive's dark underbelly. These shambling neuron plague victims live in wild packs living off what carrion they can find or anything that's stupid enough to let itself be caught. Scavvies often round up packs of zombies and send them against outposts, settlements and rival gangs that they are attacking. In sufficient numbers these contagious creatures are fearsome opponents.
WEAPONS
Plague Zombies don't have wargear; they are armed with a variety of improvised weapons but lack the
M
WS
BS
S
T
W
I
A
Ld
Cl
Wil
Int
2d6
5+
-
3
3
1
6+
1
-
-
-
-
finesse to gain any real benefit from them.
RECRUITMENT
A Scavvy gang can 'buy' Plague Zombies for a game, the cost representing bits of food used to lure them. If the 10 credits are paid then they may recruit d6 Zombies. The Zombies are under the control of the Scavvy player for the entire game, but scatter back to their wandering existence after the fight.
SCENARIOS
Zombies are deployed like regular gang models and count towards any scenario fighter limits. Zombies cannot interact with non-fighter scenario objectives – eg loot counters. They don't contribute towards winning or losing conditions and are ignored for Bottle roll purposes.
SHUFFLE
Plague Zombies usually stagger around with broken, faltering steps. Occasionally when they get the scent of blood in their decaying nostrils, they can break into a loping, shambling run.
To represent their unpredictable gait Plague Zombies move 2D6" in the movement phase. Each Zombie is rolled for individually and the Scavvy player may move them as he wishes up to the distance rolled. Note Zombies cannot go into hiding and follow the usual movement rules if downed.
Plague Zombies may not run or charge, they always move 2D6". However, Plague Zombies always count as charging into hand-to-hand combat if they manage to reach base contact with an enemy model.
NO PAIN
You can burn Zombies, shoot them or cut them up and they'll still just keep trying to bite you. Zombies are immune from the negative effects of pinning, flesh wounds and gas clouds. If a Zombie is set on fire, then he can still move as normal. If the alight Zombie 'charges' into base contact with an enemy model, then he automatically inflicts a S3 hit.
NO FEAR
Zombies lack the intellect to be afraid as the reasoning parts of their brains are long gone. They are immune from nerve tests.
PLAGUE!
Naturally, Plague Zombies carry the dreaded neuron zombie plague. If a model is taken out of action by a Zombie, he may contract the disease and (gulp) turn into a Plague Zombie. At the end of the game, each affected model must roll a D6 to see if they are infected. Note this roll is made before the Serious Injury roll.
D6 Roll
Result
1-2
Clear: After a few tense days of no symptoms of Zombie Plague have emerged and the gang member is clear.
3-5
Sickness: The victims feels weak and ill for days goes into Recovery.
6
Zombie Time: The gang member is infected and suffers brain death within a few hours. Roll a d6. On a 1-3 the Zombie attacks a randomly determined gang member. Fight out the close Combat Immediately. In either event, all of the fighter's equipment is infect and counts as destroyed!
SCAVVY EQUIPMENT LIST
WEAPONS BASIC WEAPONS
  • Reclaimed Autogun: 10 Credits
  • Shotgun: 30 Credits
    (Solid Slugs and Scatter Shot)
  • Blunderbuss: 10 Credits
  • Wasteland Crossbow: 15 Credits
  • Wasteland Bow: 10 Credits
  • Wasteland Long Bow: 15 Credits
PERSONAL EQUIPMENT
  • Flak Armor: 10 Credits
  • Mesh Armor: 15 Credits
  • Bio-Booster: 35 Credits
  • Drop Rig: 10 Credits
  • Dumdum Rounds (For Stub Gun): 5
    Credits
  • Photo-Goggles: 35 Credits
  • Respirator: 15 Credits
  • Zombie Bait (For Recruiting d6 Plague
    Zombies): 10 Credits
  • Explosive Bolts: 20 Credits
  • Incendiary Bolts: 15 Credits
  • Explosive Arrows: 20 Credits
  • Incendiary Arrows: 15 Credits
CLOSE COMBAT WEAPONS
  • Maul: 10 Credits
  • Axe: 10 Credits
  • Sword: 20 Credits
  • Two Handed Axe: 25 Credits
  • Two Handed Hammer: 35 Credits
  • Grab Hook: 15 Credits
  • Man Catcher: 20 Credits
  • Buzzard Bull: 25 Credits
  • Double Bladed Knife: 10 Credits
WARGEAR GRENADES
  • Boom Sticks: 35 Credits
  • Thunder Sticks: 40 Credits
  • Burner Sticks: 40 Credits
  • Tox Bombs: 20 Credits
SCALY WEAPONS
  • Discus/Throwing Axes: 10 Credits
  • Scatter Cannon: 50 Credits
  • Spear Gun: 50 Credits
PISTOLS
  • Crossbow Pistol: 5 Credits
  • Reclaimed Autopistol: 5 Credits
  • Stubgun: 5 Credits
  • “Rockatansky Special” Sawn-Off Shotgun:
    15 Credits

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