Skip to main content

WhooWaaYaaa Reservation

Ash Wastes Nomads (TotW)
HoboDaveGoBOOM

Overview

The WhooWaaYaa Reservation

Origins in the Wastes: 

The WhooWaaYaa Reservation began as a fractured tribe of Ash Waste Nomads who were driven from their ancestral hunting grounds by the expansion of House Aranthus’ war caravans. Unlike other nomads who scattered deeper into the wastes, the WhooWaaYaa chose to band together, calling themselves a “Reservation” — a bitter, mocking title for the scraps of territory they were forced to cling to. Their name is a war-chant, a guttural howl carried on the ash storms, meant to terrify prey and remind enemies that the wastes never forget.

Belief and Identity:

  They believe the hives are parasitic beasts that feed on the planet’s bones.

  Hive Euryale, with its serpent-like tunnels, is seen as the greatest of these parasites — a “serpent-god” that must be bled from within.

  The Reservation’s warriors wear masks painted with ash and bone, each marked with jagged serpent sigils. Their war-cries echo through tunnels before they strike, a psychological weapon as much as a battle cry.

Why They Entered the Underhive:

  Prophecy of the Fallen Spire: The collapse of Hive Primus was interpreted as a sign that the hive-gods are mortal. The Reservation believes they are chosen to deliver the killing bite to the last serpent.

  Exile and Vengeance: Driven from the wastes by Aranthus’ expansion, they now strike at the underhive both for survival and revenge, turning the hive’s own arteries into their hunting grounds.

  The Reservation’s Creed: They see themselves as the dispossessed, denied land and freedom. Every raid into Hive Euryale is both a theft of resources and a reclamation of dignity.

Gang Character:

  Ash-Born Raiders: They fight with scavenged weapons, ash-sleds, and jury-rigged gear, but their ferocity makes up for their lack of refinement.

  Nomadic Guerillas: They never hold territory for long. Instead, they strike, loot, and vanish, leaving only their war-chant echoing in the dark.

  Cultural Defiance: The Reservation’s leaders teach that to live in the hive is to be enslaved — but to raid it is to prove freedom.

Role in the Campaign: 

The WhooWaaYaa Reservation are not conquerors. They are the storm at the hive’s edge, the reminder that Necromunda’s surface is not empty but alive with predators. Their presence forces other gangs to reckon with an enemy that doesn’t play by underhive rules. They don’t want to rule Hive Euryale — they want to bleed it, humiliate it, and prove that no fortress can wall out the wastes forever.

 


The Hau‑Spirits of the Reservation

 

The Reservation do not march alone. They believe the wastes themselves breathe through them, that every choking fog, every mutation, every rot‑slick pool is a spirit with teeth. These are the Hau, and the nomads bind themselves to them not with worship, but with blood and ruin.

  Nih’hau, Spirit of Miasma
The choking breath of the ash storms. Warriors smear their masks with filth and ash‑slime, begging Nih’hau to blind their foes and choke them on their own screams.

  Kol’hau, Spirit of Vapour
The rising breath of the wastes, the unseen current that lifts bodies from the ground. Nomads whisper that Kol’hau can bear a warrior across chasms or raise them above their enemies, only to cast them down again. Before battle, they exhale into the air, offering their own breath so Kol’hau will carry them higher than those they seek to kill.

  Xen’hau, Spirit of Mutation
The fleeting gift. Those who call on Xen’hau find their flesh twist and surge in battle: an arm thickens with unnatural muscle, eyes split open along the brow, or bone‑spurs erupt from the skin. These changes fade when the fighting ends, leaving the body torn, bleeding, and weaker than before. The Reservation say Xen’hau never gives without taking more in return.

  Ske’hau, Spirit of Carapace
The hardened shell. Nomads daub their armor with insect resin and cracked chitin, whispering for Ske’hau to turn blades and bullets aside, even if it means their flesh beneath will rot.

  Gel’hau, Spirit of Radiation
The burning glow. Some carry shards of glowing scrap into battle, believing Gel’hau’s touch will poison their enemies. They know it will sicken them too, but to the Reservation, that is the price of power.

  Cha’hau, Spirit of the Sump
The endless rot below. Before raids, offerings of blood and refuse are cast into stagnant pools. The nomads say Cha’hau drags their enemies down into filth, drowning them in the same black mire that feeds the tribe.

The Hau are not gods. They are carrion, poison, and ruin given voice. The Reservation bargains with them, bleeds for them, and in return the Hau stalk the battlefield at their side. To fight the Reservation is to fight the hive itself — choking fog, mutating flesh, gnawing insects, the sump’s endless hunger, and vapour‑currents that lift death into the skies.

Gang Tactics

 

Name Restriction Source
Ambush Masters Ash Waste Nomads Ash Waste Nomads Pack
Bait and Switch Ash Waste Nomads Ash Waste Nomads Pack
Blessed by the Storm Ash Waste Nomads Ash Waste Nomads Pack
Fade to Ash Ash Waste Nomads Ash Waste Nomads Pack
Now You See Me Ash Waste Nomads Ash Waste Nomads Pack
Numbers Without End Ash Waste Nomads Ash Waste Nomads Pack
Blessed by the Spirits Ash Waste Nomads Tribes of the Wastelands Pack
Til' the Bitter End Anyone Hive Secundus Pack
Ghost of the Deeps Ash Waste Nomads Tribes of the Wastelands Pack
Harrier Hunting Ash Waste Nomads Tribes of the Wastelands Pack
Reaction Fire Anyone Escher Pack
Vanishing Act Ash Waste Nomads Tribes of the Wastelands Pack

 

 

Falls Off Ledges - Kha’tragi Chieftain (Leader)

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.

 

Falls Off Ledges

Kha’tragi Chieftain (Leader)
280¢
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
Skills Infiltrate
Gear Mesh armour (15¢)Ash cloakSky mantle
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

Lead Strikes Twice - Naku’taari Watcher (Champion)

🎯 Lead Strikes Twice, Champion of the WhooWaaYaa Reservation

Name & Reputation

  Called Lead Strikes Twice for her uncanny ability to fire two shots in the time it takes most to fire one.

  Among the Reservation, she is seen as the Serpent’s fang — precise, deadly, and always striking where least expected.

  To outsiders, she is a ghost in the tunnels: the shot you never see, the second strike that finishes what the first began.

Appearance

  Wears a long ash-stained cloak that blends into the hive’s shadows.

  Her mask is narrow and angular, painted with a serpent’s eye over one lens.

  Carries a long rifle, heavily modified with scavenged optics and stabilizers, its barrel wrapped in serpent-hide charms.

History & Grimdark Flavour

  Born during an ash storm that buried half her tribe, Lead Strikes Twice grew up in silence and shadow. Her first kill was not a rival, but her own kin — a brother who tried to steal her rifle. She shot him once, then again, to make sure. The name stuck.

  She became infamous for her duels in the wastes, where she would fire two shots in perfect rhythm: the first to cripple, the second to end. Rivals whispered that she never missed, and if she did, it was only because she wanted her prey to suffer longer.

  Her rifle is a patchwork of scavenged parts, but each piece is etched with kill‑marks. She claims the weapon “remembers” every shot, and that it guides her hand to strike true.

  Among the Reservation, she is feared as much as she is respected. She does not laugh, does not boast, and does not forgive. Those who cross her rarely live long enough to regret it.

Personality & Leadership

  Cold and Precise: Unlike her manic counterpart, she is calm, deliberate, and calculating.

  Silent Authority: Speaks rarely, but when she does, her words carry weight.

  Duelist’s Pride: Takes personal offence if anyone escapes her shot — she will hunt them until the ledger is balanced.

Role in the Campaign

  Lead Strikes Twice is the Reservation’s executioner — the one who ensures enemies never rise again.

  She provides covering fire for Falls Off Ledges’ reckless charges and High On Fumes’ manic raids.

  For players, she is the unseen threat: the sniper who turns a chaotic melee into a death trap with a single, well-placed shot.

 

Lead Strikes Twice

Naku’taari Watcher (Champion)
170¢
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
Skills Fast Shot
Gear Mesh armour (15¢)Ash cloakSky mantle
Weapons S L S L Str Ap D Am
Long rifle (30¢) 24" 48" - +1 4 -1 1 4+
Knockback
Infra-sight† (+25¢)

Licks The Battery - Naku’taari Watcher (Champion)

Licks The Battery, Champion of the WhooWaaYaa Reservation

Name & Reputation

  Nicknamed Licks The Battery after he once tested a Guild power cell with his tongue, survived, and immediately declared it “delicious.”

  Among the Reservation, the name stuck—half joke, half omen. They say his tongue is permanently forked from shocks, which he insists is proof of Char’ghar’s blessing.

  Outsiders remember him as the lunatic who claimed Hive Euryale was “a giant battery waiting to be licked,” and then tried to prove it by licking a live conduit.

Appearance

  His rebreather mask has a melted mouthpiece, patched with copper scrap and chewing gum.

  Armor is scorched, riddled with shrapnel holes, and decorated with “taste marks”—burn scars he insists are bite‑sized visions.

  Wields a battered charge caster (shock rocket launcher) that hums like a hive of angry insects. He sometimes licks the casing to “check if it’s ripe.”

History & Grimdark Flavour

  Once a scavenger who believed voltage had flavours: “copper tastes like prophecy, zinc tastes like doom.”

  Built his charge caster while half‑conscious from electrocution, muttering prayers to Char’ghar, the Electro Spirit. The launcher fires unstable shock rockets that occasionally explode before leaving the tube.

  Claims every blast is a revelation. Once announced mid‑battle: “Char’ghar says the hive tastes like lemon.”

  The Reservation tolerates him because his manic rocket strikes terrify enemies. They also enjoy watching him accidentally blow up his own campfire.

Personality & Leadership

  Voltage Sommelier: Describes shocks in tasting notes—“mmm, earthy, with hints of ash.”

  Fanatical Believer: Insists Char’ghar guides his tongue and his aim.

  Unpredictable Leader: Loyal to the Reservation, but prone to licking live wires mid‑battle “for flavour.”

Role in the Campaign

  Licks The Battery is the Reservation’s shock‑weapon Champion—darting ahead, firing unstable rockets, and cackling as sparks fly.

  His unpredictability makes him both terrifying and hilarious: sometimes he wipes out a squad, sometimes he just sets his own teeth on fire.

  For players, he’s the Champion who arrives first, rockets shrieking through tunnels, leaving enemies unsure whether they’re facing a prophet, a madman, or a food critic for electricity.

Licks The Battery

Naku’taari Watcher (Champion)
275¢
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
Skills Trick Shot
Gear Mesh armour (15¢)Rocket pack (5¢)Ash cloakSky mantle
Weapons S L S L Str Ap D Am
Charge caster* (155¢)
krak rockets 20" 40" +1 - 6 -2 3 6+
Unwieldy
shock blast rockets 20" 40" 1 - 4 - 1 6+
Blast (5"), Shock, Unwieldy

Drinks The Wrong Barrel - Tarn’runi Warrior (Specialist) (Ganger)

☣️ 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.

Drinks The Wrong Barrel

Tarn’runi Warrior (Specialist) (Ganger)
85¢
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
Gear Ash cloakSky mantle
Weapons S L S L Str Ap D Am
Blast carbine (25¢) 10" 24" +2 - 3 - 1 5+
Rapid Fire (1), Shock

Draws Short Straw - Run’taani Dust Runner (Juve)

💥 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.

 

Draws Short Straw

Run’taani Dust Runner (Juve)
60¢
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)
Gear Ash cloakSky mantle
Weapons S L S L Str Ap D Am
Blast carbine (25¢) 10" 24" +2 - 3 - 1 5+
Rapid Fire (1), Shock

Gets In Way - Run’taani Dust Runner (Juve)

🔫 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.

 

Gets In Way

Run’taani Dust Runner (Juve)
60¢
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)
Gear Ash cloakSky mantle
Weapons S L S L Str Ap D Am
Blast carbine (25¢) 10" 24" +2 - 3 - 1 5+
Rapid Fire (1), Shock

Trips Over Shadows - Run’taani Dust Runner (Juve)

🏃 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.

Trips Over Shadows

Run’taani Dust Runner (Juve)
60¢
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)
Gear Ash cloakSky mantle
Weapons S L S L Str Ap D Am
Blast carbine (25¢) 10" 24" +2 - 3 - 1 5+
Rapid Fire (1), Shock

High On Fumes - Nomad Harrier M5 (Hired Gun)

🌫 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. 

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…”
Gear Mesh armour
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

Kicks Up Sparks - House Agent P3 (House Agent)

⚔️ Kicks Up Sparks, House Agent (Close Combat Specialist)

Name & Reputation

  Known as Kicks Up Sparks for the trail of fire and screeching echoes left by his mismatched bionic legs on the hive’s metal grates.

  Among the nomad tribes, his name is spoken with both awe and dread: a wandering blade who appears when called, but never stays.

  To outsiders, he is a mercenary ronin — a House Agent without a master, bound only by ancient oaths and the weight of his chain lance.

Appearance

  Two augmetic legs of uncertain origin: one sleek and spire‑forged, the other crude and tribal, both sparking with every stride.

  Dust‑stained hides layered with scavenged plating, each piece scorched and pitted from countless duels.

  His chain lance is a relic of forgotten wars, its teeth rusted but shrieking with murderous hunger when spun to life.

  His mask is plain but battered, its surface blackened by ash and sparks from his chain lance.

History & Grimdark Flavour

  His true origins are unknown. Some whisper he was once a nomad champion who walked away from his tribe after a blood‑oath was broken. Others claim he was exiled from the serpent‑tunnels for killing his own kin in a duel.

  What is certain is that he wanders the wastes and underhives, answering the ancient petitions of ash tribes. When a tribe offers blood, relics, or oaths of desperation, he may appear — not as their ally, but as their blade.

  The WhooWaaYaa Reservation’s plea reached him in the ash storms, and he heeded it. Not out of loyalty, but because their fatalism mirrors his own: all things fall, all masters die, only the blade endures.

  His mismatched augmetic legs are said to be trophies — one taken from a fallen spire duelist, the other hammered together by nomad smiths. Each step sparks as if the earth itself resents his survival.

Personality & Leadership

  Stoic Ronin: Speaks little, acts decisively, lives only for the duel.

  Bound by Oath, Not Loyalty: Heeds petitions, but never binds himself to a tribe. When the debt is paid, he vanishes.

  Uncompromising Killer: Believes mercy is weakness; every strike must be final.

Role in the Campaign

  Kicks Up Sparks is not a member of the Reservation, but a wandering House Agent who has answered their call.

  His presence elevates the gang’s raids, giving them a duelist of terrifying skill — but his aid is temporary, and his motives inscrutable.

  For players, he is a deadly close‑combat encounter: fast, precise, and relentless, his chain lance carving through even the strongest defenses.

  Narratively, he embodies the grimdark humour of Necromunda: a warrior whose every step betrays him with sparks and echoes, yet who strides openly into battle because he knows no one can stop him.

 

Kicks Up Sparks

House Agent P3 (House Agent)
M WS BS S T W I A Ld Cl Wil Int
5" 2+ 4+ 4 3 2 3+ 3 6+ 6+ 7+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)PetitionSpiritual Nexus“You Get What You Pay For”
Gear Displacer field
Weapons S L S L Str Ap D Am
Blast carbine (0¢) 10" 24" +2 - 3 - 1 5+
Rapid Fire (1), Shock
Chain lance (0¢) E 2" -1 - +2 -2 2 -
Lance, Melee, Unwieldy, Versatile