Lore
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 Ka'Hau spirits of the Reservation Storm Spirits • Chem‑Moon Omens • Dancers of Motion and Questionable Decisions The WhooWaaYaa Reservation follows the Ka’hau, six storm‑spirits that shape the ash wastes, the Chem Moon, and the movement of all living things. They are not gods. They are forces. They are also, according to tribal elders, “the reason everything goes wrong in the funniest possible way.” Every raid, mask, dance, and war‑chant comes from the Ka’hau. Every disaster, pratfall, and miraculous survival is blamed on them too. • Styr’hau — The Storm Spirit Storm, disappearance, sudden violence Styr’hau rides the ash storms. Warriors who honour it vanish into dust clouds and reappear somewhere inconvenient for everyone else. The tribe says: • “If you can see a Styr’hau dancer, you’re already too late.” • “If you can’t see them, you’re definitely too late.” • Osci’hau — The Motion Spirit Blur, speed, unpredictable paths Osci’hau governs movement without pattern. Followers sprint in zig‑zags, spirals, and occasionally straight into walls. The tribe says: • “Osci’hau guides the feet.” • “Sometimes into glory. Sometimes into a sump pit.” • Khem’hau — The Chem Spirit Chem, alteration, risk Khem’hau lives in the drifting chemical vapours that roll across the wastes. Warriors inhale its influence willingly, enthusiastically, and often without checking what colour the fumes are supposed to be. Its gifts include: • altered perception • sharpened instincts • reckless brilliance • and the occasional hallucination of a talking dune giving tactical advice The tribe says: • “Khem’hau sharpens the senses.” • “And sometimes removes them entirely.” • Eclip’hau — The Ash‑Shadow Spirit Eclipse‑like darkness, ambush, perfect timing Eclip’hau moves within the deep shadows cast by thick ash fronts. When the storm darkens the world, its followers strike from vents, dunes, crawlspaces, and places no human should reasonably fit. The tribe says: • “Eclip’hau teaches patience.” • “And how to stand behind someone for three hours without coughing.” • Ryth’hau — The Blade‑Wind Spirit Cutting wind, precision, fatal dance Ryth’hau is the slicing gust that strips flesh from bone. Its warriors move like wind‑blades — elegant, deadly, and occasionally tripping over their own feet mid‑spin. The tribe says: • “Every step is a strike.” • “Unless you step on a rock.” • Chans’hau — The Chance Spirit Luck, chaos, coin‑flip fate Chans’hau governs the absurd. Miraculous survival, catastrophic failure, lucky shots, unlucky stumbles — all are its laughter echoing across the wastes. The tribe says: • “Chans’hau decides who lives.” • “And it has a terrible sense of humour.” This is the spirit most blamed for: • falls • explosions • unexpected victories • unexpected defeats • and anything involving ladders 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