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Ash Wastes Nomads (TotW)
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1205¢ 1205¢

WhooWaaYaaa Reservation

Ash Wastes Nomads (TotW)

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
Emergency Defences 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
Now You See Me Ash Waste Nomads Ash Waste Nomads Pack
Numbers Without End Ash Waste Nomads Ash Waste Nomads Pack
Pre-emptive Strike Anyone Hive Secundus Pack
Reaction Fire Anyone Escher Pack
Seize the Initiative Anyone Van Saar Pack
Quick Time Anyone Cawdor 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)
340¢
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 Ashwing helamite (30¢)Ashwing helamite (30¢)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

Mistakes the Ground for the Sky - Ashwing Helamite (Exotic Beast)

🪶 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.

Mistakes the Ground for the Sky

Ashwing Helamite (Exotic Beast)
Falls Off Ledges
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")
Gear None
Weapons S L S L Str Ap D Am
Toxic mandibles - E - - - -1 - -
Melee, Toxin

Clings to the Cries - Ashwing Helamite (Exotic Beast)

🪶 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.

Clings to the Cries

Ashwing Helamite (Exotic Beast)
Falls Off Ledges
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")
Gear None
Weapons S L S L Str Ap D Am
Toxic mandibles - E - - - -1 - -
Melee, Toxin

Trips Over Nothing - Naku’taari Watcher (Champion)

🕸️ 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.

Trips Over Nothing

Naku’taari Watcher (Champion)
240¢
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 Hip Shooting
Gear Mesh armour (15¢)Ash cloakSky mantle
Weapons S L S L Str Ap D Am
Web gun (125¢) - T - - 5 - - 5+
Silent, Template, Web

... - Sha’dar Hunter (Specialist)

No narrative added yet.

...

Sha’dar Hunter (Specialist)
135¢
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
Gear Mesh armour (15¢)Ash cloakSky mantle
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

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)
100¢
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 Mesh armour (15¢)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

.... - Nomad Harrier M5 (Hired Gun)

No narrative added yet.

....

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
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

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…”
Skills InfiltrateGunfighter
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

Tough To Squish - Arthromite Duneskuttler (Brute)

🦂 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.

 

 

Tough To Squish

Arthromite Duneskuttler (Brute)
210¢
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
Skills Nerves of SteelFearsome
Gear Carapace (heavy)
Weapons S L S L Str Ap D Am
Mandibles (arthromite duneskuttler) - E - - S -1 2 -
Melee, Rending

Complains About Sand - Trazior Pattern Sentry Gun (Gang Terrain)

🔧 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.

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
Gear Mesh armour
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