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WhooWaaYaaa Reservation

Ash Wastes Nomads (TotW)
R Cr St W
1205¢ 1205¢

Attributes

Affiliations Not set
Alignment Outlaw
Alliance Not set
Saint Not set
Tribe Leadsky Seekers

Fighters

Kha’tragi Chieftain Leader 1
Ashwing Helamite Exotic Beast 2
Naku’taari Watcher Champion 1
Sha’dar Hunter Specialist 1
Tarn’runi Warrior (Specialist) Ganger 1
Run’taani Dust Runner Juve 3
Nomad Harrier M5 Hired Gun 2
Arthromite Duneskuttler Brute 1
Trazior Pattern Sentry Gun Gang Terrain 1
Total 13

Stash

Stash Credits

Falls Off Ledges

340¢
Kha’tragi Chieftain (Leader)
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 4+ 3 3 2 3+ 2 5+ 5+ 6+ 6+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 0 XP
Skills Infiltrate
Gear Ashwing helamite (30¢)Ashwing helamite (30¢)Mesh armour (15¢)Ash cloakSky mantle
Advancements None
Weapons S L S L Str Ap D Am
Chain lance (55¢) E 2" -1 - +2 -2 2 -
Lance, Melee, Unwieldy, Versatile
Web pistol (90¢) - T - - 4 - - 6+
Silent, Template, Web
No info added yet.

Falls Off Ledges, Kha’tragi Chieftain of the WhooWaaYaa Reservation

Name & Reputation

  Known as Falls Off Ledges for his uncanny survival of countless falls, tumbles, and near-deaths.

  Among the Reservation, his name is sacred — proof that the Serpent-God of Hive Euryale itself tries to cast him out, but cannot kill him.

  To outsiders, he is a figure of both comedy and terror: a mad warlord who survives the impossible and laughs at fate.

  His legend was built on the Reservation’s most sacred relic — a battered Displacer Field — which sputtered and hurled him into walls and pits, but always saved him from the killing blow.

Appearance

  Wears a cracked bone mask painted with serpent fangs, its edges scorched from repeated displacements.

  His armor is a patchwork of ash-worn plates, scavenged from caravans and hive-raids, each dent worn proudly as proof of survival.

  Carries a scavenged chain lance wrapped in serpent-hide, said to “sting like the hive’s own fangs.”

  His body is a map of scars: broken bones that healed crooked, burns from the Field’s malfunctions, and the limp of a man who has fallen too many times but refuses to stay down.

History & Grimdark Flavour

  Falls Off Ledges earned his name in the most literal way: as a youth, he survived countless plunges into the hive’s broken shafts and ash‑choked gullies. Each time, he crawled back broken, bleeding, but alive. The tribes began to whisper that the Serpent‑God itself caught him in its coils.

  Once the heart of his legend, the Displacer Field finally betrayed him during a raid in Hive Euryale.

  ⁠◦  In the midst of battle with Helmawr loyalists, it overloaded — detonating in a storm of static and hurling him across a chasm.

  ⁠◦  He survived, but the relic was left a twisted ruin, its core cracked and bleeding sparks.

  ⁠◦  To the Reservation, this was a sign: some whisper he has lost divine favor, others believe the prophecy is incomplete — that he must reclaim his destiny by finding a new fang of the gods.

  When he rose from the wreckage, half‑blind and scorched, he still clutched his chain lance. Its teeth screamed as he drove it through his enemies, and the tribes declared that even when the machine gods abandoned him, the Serpent‑God did not.

  Since that day, Falls Off Ledges has become obsessed with scavenging archeotech. He raids not for plunder, but for fragments of lost power, convinced his destiny lies in reclaiming the weapon or relic that will restore his legend.

  His followers see him as both prophet and madman. To them, every scar is proof of divine favor, every fall a sermon. To his enemies, he is a nightmare that refuses to die — hurled again and again into the abyss, only to climb back out with murder in his eyes and his chain lance roaring.

Personality & Leadership

  Charismatic Madman: Laughs at his own near-deaths, turning every fall into a parable of resilience.

  Fatalistic Prophet: Believes he cannot die until the Serpent-God of Hive Euryale is slain.

  Obsessive Raider: Now driven by desperation, he raids not just for plunder but for relics and archeotech that might replace his broken Field.

  Tactician of Chaos: Uses unpredictability as a weapon — enemies never know if he will vanish, crash through a wall, or stagger back from certain death.

Role in the Campaign

  Falls Off Ledges is a wild card: sometimes a rival, sometimes a desperate ally, always unpredictable.

  His obsession with replacing the Field ensures he is never content with simple survival — he must claim something greater.

  For players, he is a recurring figure: a prophet-warrior whose broken relic drives him to ever more reckless raids, and whose survival against all odds makes him unforgettable.

 

Mistakes the Ground for the Sky

Ashwing Helamite (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
8" 4+ 6+ 3 3 1 2+ 1 9+ 8+ 9+ 10+
Rules Ashwing LureFlightLong Leash (9")
XP 0 XP
Skills None
Gear None
Advancements None
Weapons S L S L Str Ap D Am
Toxic mandibles - E - - - -1 - -
Melee, Toxin
No info added yet.

🪶 Mistakes the Ground for the Sky, Ashwing Helamite

Reputation

Named for its chronic confusion about which direction is “up.” Tribes swear it is the only creature in the wastes capable of attempting takeoff downwards. It is infamous for launching itself heroically into the air… only to plummet directly into the sand, a tent, a sump puddle, or a very surprised helamite. Its arrival is considered a sign that the day is about to get significantly stupider.

Appearance

Its wings are broad and powerful, but angled in a way that suggests they were attached by someone who had only heard rumours about aerodynamics. Its eyes are large, glassy, and perpetually pointed at the wrong thing. Its chitin is coated in a fine layer of dust from repeated ground‑impacts, giving it a muted, chalky look. When it tries to fly, it emits a hopeful chirp that quickly turns into a resigned grunt.

Behavior

Mistakes the Ground for the Sky is a creature of boundless enthusiasm and zero spatial awareness. It attempts to soar at every opportunity — during battles, ceremonies, naps — but rarely clears more than a metre before gravity reminds it of its limitations. It often charges into fights by accident, having mistaken a dune for a cloud or a rock for a thermal updraft. Tribes treat it with a mix of pity and irritation, as it has a habit of knocking over supplies, scattering Juves, and burying itself in sand at the worst possible moments.

Despite its incompetence, it is fiercely loyal to anyone who feeds it. 

Unfortunately, it expresses this loyalty by trying to “fly” around them, which usually ends in a collision.

Clings to the Cries

Ashwing Helamite (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
8" 4+ 6+ 3 3 1 2+ 1 9+ 8+ 9+ 10+
Rules Ashwing LureFlightLong Leash (9")
XP 0 XP
Skills None
Gear None
Advancements None
Weapons S L S L Str Ap D Am
Toxic mandibles - E - - - -1 - -
Melee, Toxin
No info added yet.

🪶 Clings to the Cries, Ashwing Helamite

Reputation

Named for its unnerving attraction to sound — especially screams, shouts, and the panicked yelps of Juves who’ve just realised it’s circling overhead. Tribes claim it can hear distress from leagues away, and it treats every cry as an invitation. Some say it arrives before the danger that caused the screaming in the first place.

Appearance

Its chitin is mottled with dark, tar‑like patches that seem to absorb noise, while its wings shimmer with a faint, oily sheen. When it flies, the air around it warps with a low, throbbing hum that rattles teeth and frays nerves. Its mandibles are unusually long, curved like hooked tuning forks.

Behavior

Clings to the Cries is drawn to chaos — the louder the better. It swoops into battles, arguments, and even celebratory chants, disrupting everything with violent enthusiasm. It snatches at anything that moves, often mistaking flailing arms for prey. Tribes curse its arrival, for it turns every skirmish into a shrieking, tangled mess of wings, dust, and panic. Even when it departs, the echo of its hum lingers like a bad omen.

Trips Over Nothing

240¢
Naku’taari Watcher (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 2 3+ 2 6+ 6+ 7+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 0 XP
Skills Hip Shooting
Gear Mesh armour (15¢)Ash cloakSky mantle
Advancements None
Weapons S L S L Str Ap D Am
Web gun (125¢) - T - - 5 - - 5+
Silent, Template, Web
No info added yet.

🕸️ Trips Over Nothing, Naku’taari Watcher (Champion)

Name & Reputation

  Called Trips Over Nothing because he has an uncanny ability to fall, stumble, or face‑plant even on perfectly flat ground. Tribes swear he once tripped over a shadow, a thought, and a particularly aggressive breeze.

  Among the Naku’taari, his name is both insult and prophecy — they believe the Sticky Spirit marks him as its chosen fool, scattering him across the dunes to amuse the gods.

  Outsiders assume he is cursed, drunk, or both. They quickly learn that his chaotic flailing makes him unpredictably dangerous, especially with a webber in hand.

---

Appearance

  A lean, jittery figure whose limbs seem slightly too long for his body, giving him the perpetual look of someone mid‑fall.

  His mask is dented from repeated impacts with dunes, rocks, tents, and once a ceremonial drum. It’s patched with sticky cloth that flaps wildly when he runs.

  His webber is smeared with glue, dust, and regret. Several tissues dangle from it like charms, each one stuck there by accident.

---

History & Grimdark Flavor

  Born during a dust storm so violent that the midwives lost him twice, he grew up in a tribe that assumed he would not survive childhood. He proved them wrong by repeatedly tripping into situations that should have killed him.

  His first patrol ended with him falling off a ridge, landing on a rival scout, and accidentally webbing the entire skirmish party. The elders declared this “an omen of sticky fortune.”

  Every attempt at training became a disaster: he tripped into a sacred fire, tripped into a helamite nest, tripped into a chieftain’s tent. Yet each time he emerged alive, confused, and slightly more respected.

  Some whisper he is the Sticky Spirit’s jester — doomed to stumble through fate so others may walk clean.

---

Personality & Role

  Chaotic Momentum: He moves fast because stopping usually results in falling. Once he starts running, no one knows where he’ll end up.

  Earnest Optimism: Despite everything, he believes each day might be the one where he doesn’t fall. It never is.

  Accidental Menace: His flailing limbs and unpredictable webber blasts make him a hazard to friend and foe alike. The tribe uses him as a living distraction.

---

Role in the Campaign

  Trips Over Nothing is the comedic disaster Champion — the fighter who sprints into battle, immediately trips, and somehow webs the enemy leader while upside‑down.

  Players will remember him for turning every encounter into slapstick chaos: knocking over barricades, webbing allies, or tumbling into perfect ambush positions entirely by accident.

  His survival is inexplicable, his victories accidental, and his legend inevitable. He is the Watcher who falls so others may stand.

...

135¢
Sha’dar Hunter (Specialist)
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 4+ 3 3 1 3+ 2 7+ 6+ 7+ 8+
Rules Gang Fighter (Specialist)Tools of the TradeWasteland Ambushers
XP 0 XP
Skills None
Gear Mesh armour (15¢)Ash cloakSky mantle
Advancements None
Weapons S L S L Str Ap D Am
Insective knife (20¢) - E - - - -1 1 -
Backstab, Chem Delivery, Melee, Toxin
Venom stave (35¢) - E - - - -1 - -
Melee, Pulverise, Toxin
No info added yet.
No lore added yet.

Drinks The Wrong Barrel

100¢
Tarn’runi Warrior (Specialist) (Ganger)
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 4+ 3 3 1 3+ 1 7+ 6+ 7+ 8+
Rules Gang Fighter (Specialist)Tools of the Trade (Specialist only)Wasteland Snipers
XP 0 XP
Skills None
Gear Mesh armour (15¢)Ash cloakSky mantle
Advancements None
Weapons S L S L Str Ap D Am
Blast carbine (25¢) 10" 24" +2 - 3 - 1 5+
Rapid Fire (1), Shock
No info added yet.

☣️ Drinks The Wrong Barrel, Specialist of the WhooWaaYaa Reservation

Name & Reputation

  Nicknamed Drinks The Wrong Barrel after he once mistook a sump‑slime storage drum for water, survived, and immediately declared it “the Hau’s finest vintage.”

  Among the Reservation, the name stuck—half joke, half warning. He’s seen as both cursed and blessed, a walking reminder that the Hau‑spirits never give without taking.

  Outsiders remember him as the lunatic who staggered into battle belching fumes, insisting he was “breathing Kol’hau’s vapour.”

Specialist Role

  Prototype Dreamer: Obsessed with building a Venom Launcher, scavenging tubing, barrels, and sump‑slime. The prototype never fires properly—sometimes it dribbles sludge, sometimes it just explodes in his hands.

  Barrel Collector: Hauls cracked canisters and glowing refuse, convinced each one is “fuel for the real launcher.”

  Battlefield Liability: His contraption usually fails, but enemies panic at the sight of it, unsure if it’s deadly or just disgusting.

Appearance

  Mask lenses fogged from chemical burns, mouthpiece stained with sump‑brew.

  Armor patched with tubing and empty canisters, rattling like a junkyard.

  Wields his beloved “prototype launcher”—a dripping, jury‑rigged pipe rig that never works, but which he treats like a relic.

Personality & Behaviour

  Venom Evangelist: Constantly tells stories of the day his launcher will finally drown the hive in toxins.

  Fanatical Believer: Insists the Hau‑spirits are testing him, and every failure is a divine lesson.

  Unpredictable Ally: Sometimes terrifies enemies with his toxic theatrics, sometimes just poisons himself mid‑battle.

Role in the Campaign

  Drinks The Wrong Barrel is the Reservation’s toxic‑themed specialist—more nuisance than killer, but unforgettable.

  His antics make him both terrifying and hilarious: enemies fear his prototype, allies groan when it sputters or explodes.

  For players, he’s the ganger who turns up lugging his useless launcher, muttering “one day, the Hau will bless it,” while dripping sludge across the battlefield.

Draws Short Straw

60¢
Run’taani Dust Runner (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 9+ 7+ 8+ 9+
Rules Fast LearnerGang Fighter (Juve)Promotion (Ash Waste Nomads Specialist)
XP 0 XP
Skills None
Gear Ash cloakSky mantle
Advancements None
Weapons S L S L Str Ap D Am
Blast carbine (25¢) 10" 24" +2 - 3 - 1 5+
Rapid Fire (1), Shock
No info added yet.

💥 Draws Short Straw, Run’taani Dust Runner (Juve)

Name & Reputation

  Called Draws Short Straw because, in every lot or gamble, he seems to end up with the worst task: scouting minefields, carrying unstable charges, or being sent down the darkest tunnel first.

  Among the Reservation, his name is both mockery and omen — some believe his constant misfortune shields the others, as if the Serpent-God takes its toll from him alone.

  To outsiders, he’s the expendable one, the boy always shoved to the front when danger looms.

Appearance

  A wiry youth with ash-burn scars across his arms from carrying faulty promethium tanks.

  His mask is cracked and poorly fitted, patched with wire and resin, always fogging at the worst moments.

  His blast carbine is battered and unreliable, its stock wrapped in rags to keep it from falling apart.

History & Grimdark Flavor

  Born to the Reservation’s lowest caste, he was raised on scraps and sent into the wastes as a child to scavenge bones.

  Every rite of passage he faced ended in disaster: his first raid ended with him shot in the leg, his first kill stolen by another Dust Runner.

  Yet he survives, again and again, as if cursed to endure. Some whisper he is the Reservation’s scapegoat, doomed to suffer so others may thrive.

Personality & Role

  Resigned Fatalism: He expects to die, and so he never flinches when ordered forward.

  Grim Humor: Jokes about his own bad luck, though his laughter is hollow.

  Expendable Shield: Used to screen the more skilled fighters, he soaks up fire and draws attention, often without complaint.

Role in the Campaign

  Draws Short Straw is the tragicomic figure — the Juve who always seems to be in the wrong place at the wrong time.

  For players, he’s the one they’ll remember for blundering into traps or taking the shot meant for someone else.

  His survival, against all odds, makes him strangely iconic: the boy who should have died a dozen times, but never quite does.

 

Gets In Way

60¢
Run’taani Dust Runner (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 9+ 7+ 8+ 9+
Rules Fast LearnerGang Fighter (Juve)Promotion (Ash Waste Nomads Specialist)
XP 0 XP
Skills None
Gear Ash cloakSky mantle
Advancements None
Weapons S L S L Str Ap D Am
Blast carbine (25¢) 10" 24" +2 - 3 - 1 5+
Rapid Fire (1), Shock
No info added yet.

🔫 Gets In Way, Run’taani Dust Runner (Juve)

Name & Reputation

  Known as Gets In Way because, in every skirmish, he seems to stumble into the line of fire — friend or foe.

  Among the Reservation, his name is shouted in frustration more than in praise.

  To outsiders, he’s the clumsy one, but his knack for being in the wrong place often saves others by accident.

Appearance

  A stocky youth with a perpetually dented helmet, scarred from ricochets and “friendly fire.”

  His armor is a mismatched collection of plates, many scorched or punctured, held together with rope and stubbornness.

  His blast carbine is newer than Draws Short Straw’s, but already scarred from careless handling.

History & Grimdark Flavour

  Gets In Way was once apprenticed to a caravan outrider, but his constant blunders caused accidents that killed half his kin.

  Cast out, he joined the Reservation, where his clumsiness became legend.

  Yet, in the grim calculus of the wastes, his missteps often save lives — stumbling into ambushes before others, triggering traps that would have killed his betters.

  Some whisper he is cursed, others that he is blessed — a fool’s body shielding the tribe from worse fates.

Personality & Role

  Eager but Inept: Always the first to volunteer, always the first to ruin the plan.

  Naïve Loyalty: Believes Falls Off Ledges personally values him, though most see him as a liability.

  Accidental Hero: His blunders sometimes turn the tide — a misfired shot collapsing a gantry, or his body blocking a killing blow.

Role in the Campaign

  Gets In Way is the embodiment of Necromunda’s cruel humor: a Juve whose incompetence is both liability and strange salvation.

  For players, he’s the one who ruins ambushes, blocks firing lanes, or accidentally saves the day.

  His presence adds chaos to every encounter — a reminder that in the underhive, survival often comes down to dumb luck.

 

Trips Over Shadows

60¢
Run’taani Dust Runner (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 9+ 7+ 8+ 9+
Rules Fast LearnerGang Fighter (Juve)Promotion (Ash Waste Nomads Specialist)
XP 0 XP
Skills None
Gear Ash cloakSky mantle
Advancements None
Weapons S L S L Str Ap D Am
Blast carbine (25¢) 10" 24" +2 - 3 - 1 5+
Rapid Fire (1), Shock
No info added yet.

🏃 Trips Over Shadows, Run’taani Dust Runner (Juve)

Name & Reputation

  Nicknamed Trips Over Shadows after sprinting into battle, tripping over nothing, and face‑planting so hard he claimed the Hau‑spirits were “testing his nose.”

  Among the Reservation, he’s mocked as the “Shadow‑Stumbler”—a Juve who can trip on flat ground, loose dust, or even his own shadow.

  Outsiders remember him as the lunatic who once tried to scout a tunnel, fell over three times, and still shouted “all clear!” while upside‑down in a sump puddle.

Role & Specialism

  Scout‑ish: Sent ahead to test tunnels, usually by falling into them first.

  Dust Runner Duties: Carries messages, scrap, and barrels of sump‑brew—though he drops them so often the gang calls him “Delivery Hazard.”

  Comic Omen: His failures are legendary, but the Reservation insists every trip is a sign from the Hau.

Appearance

  Mask cracked from repeated face‑plants, patched with tape and wire.

  Armor scraped, dented, and decorated with “fall marks” he insists are battle scars.

  Carries a stub pistol and a sack of junk, most of which he’s tripped over at least once.

Personality & Behaviour

  Fatalistic Clown: Laughs at his own disasters, claiming the Hau‑spirits are “training his balance.”

  Fanatical Believer: Insists Char’ghar shocks him awake whenever he stumbles, and Kol’hau whispers “trip again.”

  Unpredictable Ally: Sometimes scouts successfully, sometimes just collapses mid‑mission and calls it “a vision.”

Role in the Campaign

  Trips Over Shadows is the Reservation’s slapstick Juve—failing spectacularly but surviving anyway.

  His antics make him both hilarious and oddly useful: enemies underestimate him, allies groan when he inevitably falls.

  For players, he’s the Juve who arrives late, covered in dust, muttering “the Hau tripped me again,” before charging back into the fray and immediately falling over.

....

Nomad Harrier M5 (Hired Gun)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 2 3+ 1 7+ 5+ 6+ 6+
Rules Claiming SalvageDead, Not AliveOutlaw“We’ll Get Our Bit…”
XP 0 XP
Skills None
Gear Mesh armour
Advancements None
Weapons S L S L Str Ap D Am
Autopistol (0¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Blast pistol (0¢) 8" 12" +1 - 3 - 1 4+
Shock, Sidearm
Stalking knife (0¢) - E - +1 S -1 1 -
Backstab, Melee
Web pistol (0¢) - T - - 4 - - 6+
Silent, Template, Web
No info added yet.
No lore added yet.

High On Fumes

Nomad Harrier M5 (Hired Gun)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 2 3+ 1 7+ 5+ 6+ 6+
Rules Claiming SalvageDead, Not AliveOutlaw“We’ll Get Our Bit…”
XP 0 XP
Skills InfiltrateGunfighter
Gear Mesh armour
Advancements None
Weapons S L S L Str Ap D Am
Autopistol (0¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Web gun (0¢) - T - - 5 - - 5+
Silent, Template, Web
No info added yet.

🌫 High On Fumes, Harrier of the Ash Wastes

Name & Reputation 

  Known as High On Fumes for his constant inhalation of chem‑vapors and scavenged stimulants. 

  Revered across multiple tribes as a spirit‑touched Harrier, his speed and unpredictability seen as gifts of the ash storms. 

  To outsiders, he is a blur of motion and manic laughter, striking before they can react and vanishing into the haze.

Appearance 

  Wears a cracked rebreather mask permanently stained with chemical residue, tubes hissing with scavenged stimulants. 

  His armor is stripped down for speed, patched with ash‑bone charms scavenged from different tribes. 

  Carries a battered web gun slung across his chest, its nozzles dripping with sticky residue.

History & Grimdark Flavour 

  Once a scavenger in the lower domes, High On Fumes survived by inhaling chem‑vapors from broken tanks and leaking pipes. The toxins burned his lungs and twisted his mind, but they also gave him speed and visions he claimed were gifts from the Serpent‑God. 

  Unlike most nomads, he refuses to stay with one tribe. Instead, he wanders between them, joining war parties when his visions align, then vanishing back into the wastes. 

  His web gun was built from scrap and stolen Guild tech, sealed with resin and ash. The weapon leaks constantly, coating his hands in sticky residue, but he wields it with manic glee. 

  Tribes whisper that he is both blessing and curse: unstoppable when unleashed, but unpredictable, sometimes turning his webs on friend as well as foe.

Personality & Behaviour 

  Manic Raider: Always moving, always twitching, his mind racing as fast as his feet. 

  Fanatical Believer: Claims the fumes are visions from the Serpent‑God, guiding his strikes. 

  Unpredictable Ally: Loyal only to the hunt—he may fight for a tribe today, then vanish tomorrow to stalk another’s enemies.

Role in the Campaign 

  High On Fumes embodies the Harrier’s sacred duty: wandering between tribes, exacting retribution on their enemies, then moving on. 

  His speed and unpredictability make him a terrifying foe, but his “visions” can lead him astray, chasing quarry too deep into enemy territory. 

  For players, he’s the figure who arrives first—laughing through his mask as the webs close in, a living bogeyman of the wastes. 

Tough To Squish

210¢
Arthromite Duneskuttler (Brute)
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 5+ 5 5 3 3+ 4 7+ 8+ 8+ 8+
Rules Hard to KillWall Scuttler
XP 0 XP
Skills Nerves of SteelFearsome
Gear Carapace (heavy)
Advancements None
Weapons S L S L Str Ap D Am
Mandibles (arthromite duneskuttler) - E - - S -1 2 -
Melee, Rending

🦂 Tough To Squish, Arthromite Duneskuttler (Brute of the WhooWaaYaa Reservation)

Name & Reputation

  Called Tough To Squish by the Reservation after countless failed attempts by rivals, predators, and even hive machinery to crush or kill it.

  Among the tribe, its name is half-jest, half-reverence: a reminder that even the smallest insect can outlast the serpent if it refuses to die.

  To outsiders, it is a nightmare of chitin and rage — a living siege engine that scuttles through tunnels and ash dunes alike, leaving only ruin in its wake.

Appearance

  A hulking Arthromite Duneskuttler, its carapace scarred and cracked from decades of battle.

  Its mandibles are jagged and uneven, one broken and fused with scavenged metal plating hammered crudely into place.

  Its body is daubed with ash and bone paint by the Reservation, marked with serpent sigils and tally marks of its kills.

  Its many eyes glimmer with a dull, alien intelligence — not mindless, but not human either.

History & Grimdark Flavour

  Once a beast of the deep wastes, Tough To Squish was captured by the Reservation after it tore apart an entire caravan of their rivals.

  The tribe tried to kill it, but every trap failed: pits collapsed beneath it, fire washed over its shell, even explosives only scarred its hide.

  Falls Off Ledges declared it chosen by the Serpent-God, a beast that could not be destroyed but must instead be bound.

  Shackled with chains and driven with pain-sticks, it was broken to the tribe’s will — though never fully tamed. Its handlers whisper that it remembers every lash, and that one day it will turn on them.

  In battle, it is unleashed like a living weapon, scuttling through tunnels and smashing barricades. Its survival against impossible odds has become a dark omen: wherever Tough To Squish fights, the hive itself seems to crack and collapse.

Personality & Role

  Relentless Beast: Knows only forward motion, smashing through obstacles and enemies alike.

  Silent Hatred: Though it cannot speak, its handlers swear it glares at them with loathing, waiting for the day its chains fail.

  Totemic Symbol: To the Reservation, it is proof that survival is victory — that even the hive cannot crush what refuses to die.

Role in the Campaign

  Tough To Squish is the Reservation’s brute force, their living battering ram.

  For players, it is a terrifying encounter: a beast that shrugs off small arms fire, crashes through cover, and refuses to stay down.

  Narratively, it embodies Necromunda’s grimdark truth: even the strongest weapon is just another beast in chains, waiting for the moment to break free.

 

 

Complains About Sand

Trazior Pattern Sentry Gun (Gang Terrain)
M WS BS S T W I A Ld Cl Wil Int
- - 5+ - 4 2 6+ - 12+ 4+ 6+ 12+
Rules Deployable PlatformEasy RepairMechanical PlatformOverheat!Target Spotted
XP 0 XP
Skills None
Gear Mesh armour
Advancements None
Weapons S L S L Str Ap D Am
Twin heavy stubber (0¢) 20" 40" - -1 4 -1 1 4+
Rapid Fire (2), Twin-linked, Unwieldy
No info added yet.

🔧 Complains About Sand, Twin‑Linked Sentry Gun

Name & Reputation

  Called Complains About Sand because it audibly groans, grinds, and rattles whenever even a single grain gets near its gears — which, in the ash wastes, is always. Tribes swear it mutters like an old elder forced to walk uphill both ways.

  Among the Reservation, its name is half‑joke, half‑warning. They say the machine has a spirit that hates its own environment, forever protesting the dunes it was doomed to guard.

  Outsiders quickly learn to identify it by sound alone: a chorus of metallic whining, sputtering, and the unmistakable clunk of a weapon that would rather be anywhere else.

Appearance

  A squat, rust‑pitted frame with mismatched barrels that sag slightly, as if exhausted by existence. Every surface is coated in a stubborn layer of grit that no amount of wiping can remove.

  Its targeting array is wrapped in sticky cloth to “keep the sand out,” though the cloth itself is full of sand. The result is a kind of ceremonial blindfold that does nothing.

  The rotation mount is crooked, causing the whole gun to swivel with a lopsided wobble that looks like it’s shaking its head in disapproval.

History & Grimdark Flavor

  Complains About Sand was found half‑buried in a dune, firing weakly at the horizon as if scolding it. The tribe dug it out, only to discover it immediately jammed in protest.

  Every attempt to repair it has resulted in louder, more dramatic noises. One tech adept tightened a bolt and triggered a week‑long tantrum of grinding and sputtering. Another tried to oil the gears and was rewarded with a shower of sand that seemed to come from inside the machine.

  Despite its constant complaints, the gun has survived storms, raids, and even being knocked over by a helamite. Some whisper that its spirit is too stubborn to die — too busy arguing with the desert to give up.

Personality & Role

  Perpetual Grumbler: It emits a steady stream of mechanical whining, like a machine spirit muttering about how things were better before the dunes shifted.

  Reluctant Defender: It fires only after a dramatic buildup of rattling and coughing, as if sighing before doing its job. When it does fire, it’s surprisingly accurate — perhaps out of spite.

  Tribal Mascot: The Naku’taari treat it with a mix of reverence and amusement. They offer it small rituals, like brushing sand off its base, which only makes it complain louder.

Role in the Campaign

  Complains About Sand is the comedic relic — the sentry gun that never stops voicing its displeasure, turning every quiet moment into a soundtrack of mechanical grumbling.

  Players will remember it for ruining stealth missions with a sudden, dramatic clank, or for saving the day by firing a perfect volley after ten minutes of complaining.

  Its presence adds texture and humour to the camp: a stubborn old machine spirit locked in eternal argument with the desert itself.

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