Ash Waste Nomads. image

Similar documents
NECROMUNDA FREQUENTLY ASKED QUESTIONS AND ERRATA V.1

Necromunda Frequently Asked Questions and Errata

ADEPTUS MECHANICUS EXPLORATORS

GENESTEALER CULTS. - Genestealer Cults v1.1

Iroquois Warband. Special Rules. All Iroquois are subject to the following special rules.

GENESTEALER CULTS. - Genestealer Cults v7.0

*(( *56 64 % *' (44 3.&%0%2$%&' &0!% !%$ % % % % 3 & & & % % %

Chief: Each warband must have one Chief, no more, no less! Woodsmen: Your warband may include any number of Woodsmen

QUICK REFERENCE SHEETS

NECROMUNDA ENFORCERS

Soldier-4. Traits (see back for details)

Fandex: Penal Legions

Children of Mordheim. Warband Special Equipment. Warband Special Rules

How To Hide Your Guns: Off Grid Survival Caches By Sam Adams

HIVE OF THE DEAD ADVANCED RULES

FIRETEAM Wargame Rules for Modern Combat Operations

RULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.

QRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table

Brimstone and Iron. Heroic Combat System.

This character can spend 1 feat point to. use Battle Plan: Call to Action as a quick action. When he uses this battle plan,

HUNTERS OF THE WASTELAND

Bats. A skirmish scenario for Weird Wars: The Nam

ANSWER SHEET PART 4 EXPERT LAND NAVIGATION

BURN IT DOWN GRISLY REMINDER DEAD DROP REVENGE PATROL CLAIM TERRITORY CALL TO GLORY OBJECTIVE

Principality of Zeon Units

INQUISITION KILL TEAMS

Native American Cultures: The Great Plains

THE NATIVE AMERICANS

LION EL'JONSON Primarch of the Dark Angels WS BS S T W I A LD SV

DARK ANGELS. 14 Points. WARGEAR: Power armour Boltgun Bolt pistol Frag grenade Krak grenade

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014

UAV DOWN US MARINES IN AFGHANISTAN

SWEEP & CLEAR PANZERGRENADIERS IN AFGHANISTAN

Rules for pirate ship miniatures Alpha Playtest Rules, V 2.2 Updated 2/22/17 Designers: James Ernest, Max Clendenning, Rick Fish, Toivo Rovainen

A Tourist s Guide to the Zombies Countryside

ALTERNATIVE Witch Hunters

J. W. Clarkson - Special Rules

Tactical Combat Rules By David Newport

Laser Tag Pro: Battle Rifle

Night Goblins v.1.5. Warband Special Rules. Warband Special Rules. Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take.

The United States Armed Forces is the main line of defense to protect our country

Written by Ian Johnson.

Chapter Approved Warhammer 40,000 Main Rules Clarifications (v2.0)

UNEARTHED ARCANA Sidekicks

Hobgoblin Horde. By Dave StyrofoamKing Joria

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8)

Modern Infantry Tactics in WWII Online

Skaven Clan Eshin v.2.4

FREE SCENARIO FOR SKIRMISH OUTBREAK

Deserts. Locations of deserts WORDS

HORUS HERESY BOOK 6, RETRIBUTION BY FALSEHOOD CLOAKED FACTION KEYWORDS OATH OF MOMENT SPECIAL RULES MODEL AVAILABILITY

HOME OF THE WOLF HALLOWEEN SPECIAL

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom

What do animals eat?

Performance Task 1. Part 1. Animals and Their Unique Abilities

House Rules for Nuts! Final Version Version 1.3 by Jeff Glasco

Naval Wargame Rules for the Russo-Japanese War

Official Errata and FAQs, Version 1.0

A Joint Production By. In Partnership With. Supporting

Bounty Hunters of the Atomic Wastelands

Call of Duty 4: Modern Warfare Sniper Guide

Skirmish Action AAR: Ruhr 1945 By Russ Lockwood

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved

The Great Barrier Reef

WARHAMMER 40,000 HOUSE RULES EDITION V1.3

3 NPCs These are not monsters but rather generic NPCs that you can use as goons. Most of these are not of exceptional skill but focus

Native American Cultures: The Great Plains

Zombie Daze Scenario: Day 17: Air Strike

TYRANID WARRIOR KILL TEAMS

Allen's Guide to the AMX 13 90

14. HIT / MISS DETERMINATION

FM CHAPTER 3. Movement GENERAL

2. The phrases on the left in the following box occur in the text. Match each of them with a phrase on the right. (i) an endless stretch of sand

THE EMPIRE WARSCROLLS COMPENDIUM

Shoot Pistol (1) 8 Once per game, unless reloaded m. X : Target suffers X+1 Impact Dmg. Catastrophe : This character suffers 3 Wds.

To begin OMOG requires a few things.

NEEF!EMLINDA ENF[fF!EEF!5

Forge World FAQ & Rules Clarifications Using the Horus Heresy army lists for Warhammer 40,000 7 th Edition

Native American Cultures: The Great Plains

Concept. REFERENCE VIDEO:

THE HORUS HERESY: MECHANICUM THAGMATA ARMY LIST CYBERNETIC RESILIENCE FACTION KEYWORDS MODEL AVAILABILITY BATTLE AUTOMATA CYBERTHEURGY

Dark Heresy. Abridged Armour (Page 167) Name. Multiple Hits (Page 223) First. Vehicle Hit. Vehicle Critical Effects location.

The Red, White & Blue Battle at Lone Wolf Paintball West in Metamora, MI will

CUSTOMS TARIFF - SCHEDULE XIX - 1

Race. In D&D, race refers to any intelligent humanoid species

Surviving, for Better and Worse

BLOOD DRAGONS. Vampire: Each Blood Dragon warband must include one Vampire - no more, no less!

SHOOTING HITTING THE TARGET Use the shooter's BS to find the D6 score needed to hit. To Hit Chart

Where fun isn't just in the sweat meats.

Crocodile Games 2010, All Rights Reserved Crocodile Games 2010, All Rights Reserved

Game Design: Chris Taylor. Developed By: Chris Taylor. Art & Graphics: Vinh Ha and Nick Hayes. Science-Fiction Wargame #4

Green Jackets Rules for Napoleonic Skirmishes

Fighting and Magic Skills

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1

Competition Pre-requisites/Notes. Eligible Guns: Notes

Marine Ecosystems. Aquatic Ecosystems Section 2

Zombie Supplement for OMOG. 2017, T. Sheil and A. Sheil All Rights Reserved

Dungeons v 2.0 Special Abilities Card L M _ ` Speed Special Abilities

Transcription:

Ash Waste Nomads Rules for Ash Waste Nomad gangs in Necromunda Community Edition. Based on the original works of Chris Ward, Stuart Witter, John Houchins, Robert J. Reiner, Mark Mitchell and Warwick Kinrade. Compiled and updated for NCE by Chris Dixon (Hunger). image Outside the hives of Necromunda only the tough and resilient survive. The constantly shifting factory wastes, sudden appearances of toxic sludge seas and acid rain storms all compete to claim the unwary. From out of this inhospitable terrain come the Ash Waste Nomads. House Catallus was once a proud house among the elite of Necromunda. unrivalled by all save the ruling house of Helmawr itself, until it was torn apart by internal power struggles that ultimately brought it low and cast its people out into the wastelands. It was supposed to be a death sentence, but their resilience was underestimated, and they have not only survived, but have thrived to the point where they must be reckoned with if one is to travel, trade, and sometimes even communicate across the toxic desert. The land that the Ash Nomads now occupy was once fertile plains, but millennia upon millennia of industrial wastes being dumped indiscriminately have eaten away at every natural resource to the point where nothing but shifting dunes of toxic wastes remain. On occasion, thick mucus-like sludge rises to the surface to form slick-lakes, or short rivers or streams, only to disappear back beneath the wastes, often leaving behind a crust-like surface which is not to be trusted. And yet the Nomads, and even some hive dwellers if they were to ever to see it, would call the landscape beautiful. The abundance and variety of the wastes allows for a wide variety of colours and textures - sulphur yellow, cobalt blue, mauve and citric green compounds create a shifting chemical desert, interspersed with rocky

outcroppings, forests of algae and fungi, and even mutated animals that survive alongside the humans. The Nomads must never let down their guard, for the same things that create such beauty can be equally deadly. Ash storms can whip up seemingly out of nowhere to strip a man to the bone in minutes. The very ground can swallow him up without a trace. If the natural obstacles were not enough, twisted monsters, cannibal tribes, plague zombies and other human cast-outs present further dangers against which the Nomads must vie for the few precious resources that the Wastes provide. The Ash Nomads wander this barren wasteland, navigating between the radiation zones, chem lakes and quick-ash deposits to scavenge what valuables they can from abandoned prospector camps, deserted Guilder trains and mineral outcrops, sifting the detritus of the desert itself as they ply the thousand-kilometre trade routes between the hives of Necromunda. Nomads are the couriers, traders, and guards of all things that cross the ash deserts, but where guard contracts are scarce, or trade items are in short supply, Nomads conduct daring raids on Guilder caravans, ore miners, transport shuttles and other Nomads crossing the ash flats, relying on their knowledge of the terrain to ambush travellers before disappearing back into the shifting fastness of the desert where none can follow. In some cases, Nomad raiders prey upon the hives themselves, infiltrating the gargantuan edifices through the many kilometres of heat exchangers, effluent outlets and spoil heaps that dot their vast surfaces, slipping beneath the authorities radar to loot settlements and outposts within a city s peripheral domes. Ash Nomads themselves are a paradox of isolationism and mutual support. Each Nomad is a born survivor, raised from birth to be self-reliant and to live by his wits. The deep desert is hostile and unforgiving, and a mistake can mean a swift, grisly death. Nomad youths must learn to be strong-willed and resourceful to survive the many dangers of the Wastes, and Nomads who make it into adulthood are each masters of their own fears and paragons of the lone survivalist s art. And yet, despite their individualistic mindset, Ash Waste Nomads depend on the security offered by their communities, and on the income derived from Guilders, prospectors and the hive cities themselves for their continued existence. They are a symbiont part of Imperial Necromunda s wider ecosystem, and are both a thorn in its side and a facilitator of its commerce, and represent a shemagh-wrapped challenge to the planet s dead earth name itself.

Special Rules Outlaws Ash Waste Nomad gangs are Outlaws, as described in Outlanders Community Edition, and as such follow all rules for Outlaws except where noted below. Nomad gangs have no Guild Price, and as such can never buy off their Outlaw status. Hardy Each Ash Waste Nomad gang member only requires 2 credits to be spent on him during the post-game phase order to avoid Starving, rather than the usual 3. Hired Guns are not counted as a member of the gang. Their hiring fees are used to pay for their own upkeep. House Weapon List Ash Waste Nomad gangs use their own house weapon list. Just like house gangs, they may purchase common items which are not on their house weapon list by forgoing one roll on the Outlaw Rare Trade Chart per common item purchased. Hired Guns Ash Waste Nomads may hire any Hired Guns except bounty hunters. Treacherous Conditions Ash Wastes Nomads are not affected by High Winds (21-26) or Ash Layer (64) as they have been brought up to cope in these conditions outside the hive. Ammo Rolls Weapons are hard to maintain in the ash desert, so all Ash Nomad weapons have an ammo roll 1 worse than usual, so 4+ becomes 5+ and 6+ becomes Auto. Outlaw Trading Post Ash Wastes Nomads roll and conduct all trading on the Outlaw Trading Post. However, in the rare instances when a Nomad Inventor invents something he may either roll on the Rare Trade Chart on page 97 of Necromunda Community Edition or the Outlaw Rare Trade chart on page 9 of Outlanders Community Edition, rerolling results of 61+. Where relevant, it is assumed that the Inventor has acquired the item through his own trading, rather than invented the item for example, in the case of drugs or Icrotic Slime. Where a result of 54-56 is rolled, the Inventor has acquired D6 doses, not a permanent fixer. Capture Ash Waste Nomads have all of the normal options open to them that a house gang would have in relation to turning in captives. Captive Nomad gang members may be ransomed back to their gang, or sold into slavery. Like other Outlaws, Nomads are worth a bonus bounty equal to their total experience, so a captured Nomad is worth D6x5 + his XP creds to a slaver. Scenarios Ash Wastes Nomads roll on the Outlaw scenario table, but if they are given the option to choose a scenario they may pick from either the Standard Scenario Table on page 109 of Necromunda Community Edition or the Outlaw Scenario Table on page 27 of Outlanders Community Edition. Respirators All Ash Waste Nomads are equipped with a respirator (included in their cost), without which they would die in the toxic wastes.

Territory And Income Ash Wastes Territory Ash Waste Nomad gangs start with the Ash Wastes Territory. When the Ash Wastes Nomads work this territory during the post-game phase the owning player rolls one D6 and consults the Ash Wastes Territory chart. This roll is applied to all Nomads that forage this turn. Income & Profits Ash Waste Nomad gangs keep every credit of the first 75 they earn in a post-game phase. Any surplus income is washed through the standard income chart on page 93 of Necromunda Community Edition. Captured Territories Ash Waste Nomads may capture territories from those they defeat (using the guidelines found in each particular scenario description). However, being not just Outlanders but Outhivers, they will not be able to linger long. With the following exceptions, if the captured territory is from the Territory Table found on pages 94 & 95 of Necromunda Community Edition then the Ash Waste Nomads will ransack it and retreat back into the Ash Wastes. This will effectively remove it from campaign play. When the Nomads do this they will collect twice the maximum value of the territory looted (i.e. if a Settlement is looted the Nomads will gain 60 credits, but if a Drinking Hole is looted they will gain 120 credits). However, if this is done then the Nomads may not forage this turn as they are all in the process of looting the territory. Exception: Tunnels & Vents If the captured territory is Tunnels (41-42) or Vents (43-44) the Nomads may add it to their roster and may make use of the territory s special rules in future battles. The gang has made a note of the location of the secret access shafts for future use. Exception: Guilder Contact Guilder contacts inside the hive are especially prized by Ash Nomad gangs, and Guilders who manage to locate Nomads willing to work with them (instead of robbing them) will always have a steady flow of jobs for the gang. An Ash Waste Nomad gang can choose to keep a Guilder Contact territory and work it during each post-game phase in addition to the Ash Wastes Territory, instead of ransacking it in the usual way. This will take a single Nomad to work (one that did not suffer a serious injury during the previous battle), and that Nomad may not Scavenge, Hunt, Ambush a convoy or search for rare items at the trading post. Outlaw Territories Ash Waste Nomads may not capture any Outlaw Territories. They must instead be ransacked for twice their maximum value in the usual way.

Ash Wastes Territory D6 Result 1 The Nomads find nothing much of value in the wastes. Each gang member can only Scavenge their normal D6 credits each. 2 4 Each gang member may Scavenge as normal, but if a '6' is rolled then they have located a harvestable vein of recyclable material and find another D6 credits worth. If a further '6' is rolled you continue to roll another D6 until a '6' is not rolled. All the results are added together to get the total credits. 5 The Nomads find a colony of Mutant Animals. In addition to scavenging D6 credits each, the gang may eat the animals, meaning they do not have to spend the 2 credits per fighter to avoid starvation. Roll a further D6: If the result is a 1 then a randomly determined fighter must miss the next game due to food poisoning. 6 The Nomads find a Guilder convoy, shuttle or other promising target traversing the wastes and Ambush it. No income is earned from scavenging this turn. The result of the ambush is a profit of XD6x5 credits worth of salvageable materials where 'X' is the number of Ash Waste Nomads that take part in the ambush. Hired Guns never take part in the attack, and you do not have to send your entire gang some gang members may work territories instead if desired. Recruiting The Gang An Ash Waste Nomad gang is recruited in the same way as a normal gang. You have 1000 credits to spend on recruitment and armament within the following guidelines: Minimum of 3 fighters Your gang must include no less than 3 fighters. 1 Nomad Leader Your gang must include a Leader. 1-2 Nomad Heavies Your gang must include at least 1 Heavy, and may include a second as long as it does not include a Shaman. 0-1 Ash Waste Shaman Your gang may include up to 1 Shaman as long as it does not contain more than 1 Nomad Heavy. Any number of Nomads Your gang may include any number of Nomads so long as the first two criteria are met. Ash Waste Nomad gangs do not include juves. Every Nomad is an experienced, dependable fighter.

Nomad Leader - 120 Nomad Heavy - 65 The Ash Nomad Leader is an inspirational leader who has lived his entire life in the Ash Wastes. Even among the tough Nomads, a leader is truly respected hero, not just a survivor in the Wastes, but a skilled master of them. Many of these longlived survivors are legends among the Outhivers, and their reputations are the stuff of drinking hole tales within the hive cities themselves. Weapons: An Ash Wastes Nomad Leader may select items from the Close Combat, Pistol, Basic, Special, Leader Only, and the Extras and Miscellaneous lists. Equipment: The Nomad Leader is equipped with a respirator and knife. Leader: An Ash Nomad Leader has all the usual abilities of a gang leader. Heavies are engineers, mechanics, and weapons technicians. Nomad gangs rely on their skills, both to keep their weapons and vehicles functioning in the ash-choked Wastes and to turn the multitude of scrap salvaged from the desert into saleable items. Weapons: An Ash Waste Nomad Heavy may select items from the Close Combat, Pistol, Basic, Special, Heavy, and the Extras and Miscellaneous lists. Equipment: The Nomad Heavy is equipped with a respirator and knife. Nomad - 55 Every Nomad is a master of survival. From infancy they are taught how to filter potable water and breathable air, how to identify edible plants and fungi to sustain themselves, recognise natural hazards and the tell-tale signs of radiation. They are able to walk hundreds of miles across the poisonous ash desert and only eat once every Necromundan sunrise. Weapons: An Ash Waste Nomad may select items from the Close Combat, Pistol, Basic, and the Extras and Miscellaneous lists. Equipment: The Nomad is equipped with a respirator and knife.

Ash Waste Shaman - 120 Shaman are strange blend of advisor, strategist and mystic, able to read the winds and shifting dunes of the ash desert and interpret their secrets to provide counsel to the community s leader. Even by the standards of other Nomads, they are insular and withdrawn, often situating their temporary dwellings away from the rest of the camp, and spend much of their time wandering alone in the wilderness or shut away in their abodes. To most, their craft appears spiritual and arcane, and its fruits are indistinguishable from magical divination, however there exists both method and science behind the Shaman s art. Information gleaned from traces of different compounds present in the ash, the nature of local flora and fauna, odours carried on the wind, sounds transmitted through the rocks and a host of other media grant the Shaman insight into his surroundings, which his leader relies on to make the daily decisions by which the gang lives or dies. In the Ash Wastes, these skills aid the Nomads in navigating and laying ambushes, however such skills translate well into the alien environs of a hive, where the signs are different but yield the same stories for those who possess the wisdom to read them. Weapons: An Ash Waste Shaman may select items from the Close Combat, Pistols, Basic, and the Extras and Miscellaneous lists. Equipment: The Shaman is equipped with a respirator and knife. Foresight: In any battle where the Ash Waste Nomads are the attacker, after the scenario has been chosen but before either gang has set up, the Ash Waste Shaman may make a roll on the Shaman Foresight chart below. The chart represents the effects of the Shaman s reading of the terrain, and may have enabled the leader to choose an advantageous location or direction from which the attack takes place. If the scenario takes place in the Ash Wastes setting, the Shaman may add or subtract 1 from the roll. If two or more gangs contain Ash Waste Shamans from this document (but excluding the Hired Gun version) then each Shaman must roll off to determine which makes his roll on the chart first. The next Shaman may choose to either roll on the chart, or may instead choose to forgo his own roll and cancel out the previous Shaman s roll.

D6 Result Shaman Foresight 1 2 The Shaman s efforts are in vain, and the terrain offers no advantage this time. No effect. 3 Large ventilation fans indicate a good line of attack, as the gales will hamper those not accustomed to fighting in such weather. The game is subject to the Treacherous Condition Blustery Conditions (22) in addition to any other Treacherous Conditions. 4 A coloured tinge in the dust layer suggests that nearby chemical deposits may be harmful to those without respirators. Roll a further D6: On a 1-3 the game is subject to the Treacherous Condition Psychotropic Fog (31) in addition to any other Treacherous Conditions. On a 4-6 the game is subject to Toxic Fog (32) in addition to any others. 5 Humming power lines lead to a cluster of powerful floodlights, providing an excellent backdrop to cover the advance. The game is subject to the Treacherous Condition 12 O Clock High (45), in addition to any other Treacherous Conditions. The Ash Waste Nomad player may choose the table edge the lights shine from. 6 Steady winds blowing through a breach in the hive s outer skin, or the powerful extractors of large foundry above, have carpeted the area with dense groundlevel ash dunes. The battle zone feels just like home. The game is subject to both the Blustery Conditions (22) and Ash Layer (64) Treacherous Conditions in addition to any other Treacherous Conditions. However, the Ash Layer only covers the tabletop, and not any gantries or surfaces above ground level.

House Weapons List Equipment Cost Leader Only Plasma Pistol 30 Boltgun 35 Close Combat Knife (first knife free) 5 Sword 15 Pistols Stub Gun 10 Autopistol 15 Bolt Pistol 25 Basic Autogun 20 Shotgun (solid + scatter) 20 Hunting Rifle 25 Special Autoslugger 45 Grenade Launcher 60 Plasma Gun 80 Heavy Heavy Stubber 120 Missile Launcher 140 Heavy Bolter 180 Cost Extras Frag Grenades 25 Krak Grenades 40 Frag Missiles 35 Super Krak Missiles 50 Bolt Shells 15 Hot Shot Shells 5 Manstopper Shells 5 Dum-Dum Bullets 5 Miscellaneous Lobo Chip 20 Photo Contacts 15 Weapon Reload Weapon 2 Leader Only Weapons As per Necromunda Community Edition (page 78), when the gang is first created, the leader can be recruited with up to two Leader Only Weapons and must be equipped with them for the first game. After the first game the Leader Only section of the weapon list is removed. Any fighter can buy and use such weapons after the first game.

Skills And Experience Experience Ash Waste Nomads are recruited with the following experience points: Leader Heavy Shaman Nomad 60 + D6 60 + D6 20 + D6 20 + D6 Maximum Stats Advance Table Ash Waste Nomads are recruited with the following experience points: Experience Points 21-30 Nomad 31-40 Nomad 41-50 Nomad 51-60 Nomad 61-80 Survivor 81-100 Survivor 101-120 Survivor 141-160 Survivor 161-180 Survivor 181-200 Survivor 201-240 Survival Expert 241-280 Survival Expert 281-320 Survival Expert 321-360 Survival Expert 361-400 Survival Expert 401+ Survival Master Skill Tables Agility Combat Ferocity Muscle Shooting Stealth Techno Survival Leader - Yes Yes Yes Yes Yes - Yes Heavy - - - Yes Yes - Yes Yes Shaman - - - - Yes Yes - Yes Nomad - Yes - - Yes - - Yes Survival Skills Ash Waste Nomads are hardy individuals, raised to live and fight in the harshest of environments and needing little comfort or sustenance. When a gang member gains a new skill by advancing to the next experience point threshold, he may either choose to roll a new skill from one of the tables he is eligible to use (given by the Skill Table chart above), which can be found on pages 89 91 in Necromunda Community Edition. Alternatively, he may instead roll a new skill from the Survival Skills table overleaf. All advances and skills are subject to the normal rules for advances laid out on pages 85 91 of Necromunda Community Edition, except where this document overrides them.

Survival Skills D6 Result 1 Hunter: The Nomad is adept at hunting and foraging for food, and can locate edible foodstuffs and potable water in the most barren of places. The Nomad is immune to the effects of Starving, and no longer needs 2 credits to be spent on him in the post-game phase, as he sources his own food and water. 2 Tracker: The Nomad is an expert tracker, assisting the gang s leader in understanding the lay of the land, and the many threats and opportunities moving through it. If the Nomad did not go out of action in the previous battle, and does not Scavenge, Ambush a convoy, work a territory, assist an Armourer, or assist the Leader at the trading post, before rolling on the scenario table, roll a D6. On a 4+ you may add or subtract 1 to the score. If your gang contains more than one Tracker, you must decide how many Trackers will use their skill before rolling your income. 3 Sniper: The Nomad is skilled at quickly camouflaging himself, suppressing muzzle flares and other tell-tales to keep the enemy guessing at his exact position. He treats all basic weapons and pistols as if they are silenced as long as he is hidden, and will remain undetected on the roll of a 4+ if he shoots from hiding. If using a silenced weapon, he will remain undetected on a 3+. 4 Loner: The Nomad has learned the hard way that each man is an island. He may test against his initiative to avoid pinning at the start of his turn even when there are no friendly models within 2, and does not need to take a nerve test if a friendly model within 2 goes down or out of action. 5 Scout: After both gangs have deployed, and after infiltrators and gangers using vents or tunnels have deployed, the Nomad may make a free normal move or run, obeying all rules regarding movement distances, terrain and the like, and may Hide if he would normally be permitted to do so. 6 Survivalist: The Nomad is a superfluous survivor, able to fight effectively in the most dangerous of environments. In addition to High Winds (21-26) and Ash Layer (64) the Nomad is also immune to the following Treacherous Conditions: Old Gunk Tank (15), Carrion Bats (51), Lash Worms (56), Acid Rain (61), Massive Electrical Discharge (65), Hive Quake (66). If he would normally be hit by the effects of one of these Conditions, he does not suffer the effect. Note that in the event of a Hive Quake, the Nomad may not necessarily be immune to the result of the second roll.

Back Page Resources, Copyright And Editorial Notes These rules have been developed to bring the Ash Waste Nomad gang in line with Necromunda Community Edition. Original rules and background for Ash Waste Nomads can be found in Confrontation supplements, Gang War magazine, Citadel Journals, White Dwarf articles and Necromunda Magazine. These rules have been developed with input from the online Necromunda community, and thanks go to everyone who has contributed to their production. Games Workshop, the Games Workshop logo, Citadel and the Citadel Castle, Necromunda, the Necromunda stencil logo, the Necromunda plate logo, Underhive and all associated marks, logos, devices, names, characters, illustrations and images from the Necromunda world and Warhammer 40,00 universe are either, TM or Games Workshop Ltd 2000-2003, variably registered in the UK and other countries around the world. All rights reserved. No challenge to their status is intended.