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Treacherous Conditions

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Additional rules for battlefield conditions in the Ash Wastes.

Adapted from the work of Chris Ward, Necromunda Magazine Issue 5

Outside the protection of the hive walls, life is sparse and survival hard. Even the hardiest shanty town dwellers or experienced nomad gangs can find themselves caught out by the rapidly changing conditions that are the result of Necromunda's ruined ecosystem. Massive ash dunes are interspersed with areas of completely flat ash plain miles wide. These are but the least of a gang's worries. Even the air is toxic outside the hive, anyone caught without a respirator will surely die. However, it is the land and climate of the planet itself that kills many unwary hive dwellers. Windstorms blow up great clouds of corrosive ash that can flesh from bone in minutes. The temperature fluctuates wildly, freezing one minute, only to be boiling hot the next. Toxic or acid rain can pour from the skies and floods of sludge or chemicals sweep across the land. Finally, the darkness of night is the single most terrifying thing to many gangers, for who knows what will have happened when the skies become light once more!

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Rules

  • Native Advantage
    Ash Waste Nomad gangs are not affected by Ash, Wind, Temperature or Storm conditions. Except as specifically noted.
  • Treacherous Conditions
    To include a treacherous condition in battles taking place in the Ash Wastes. Roll for Treacherous Conditions after the deployment step of the pre-battle sequence. To determine the prevailing condition, roll D66 and consult the tables below.
  • 11-16 Ash Conditions
    The ash surface that covers Necromunda is not always firm, level ground. The ash may be sludgy, uneven or moving in huge drifts, not to mention the pockets of Quickash, that can catch out a careless ganger!
    11 Sludge. The ash is slightly sludgy and clings to the boots of gangers and tyres of vehicles. However, this does not cause any major effect. No additional effects.
    12 Drifting Ash. The ash is dry, fine and drifting fast. Besides getting into clothing and equipment it has little effect. No additional effects.
    13 Thick Ash Covering. The whole area is covered with a thick coating of fine ash like sand. This makes movement on foot very difficult; the movement speed of fighters without the Mounted condition is halved. In addition, roll a D6 at the start of each turn for each vehicle. On a 1, the vehicle has bogged down and becomes Stationary and Stalled. This does not affect skimmers or tracked vehicles.
    14 Uneven Surface. The ash in this area is set hard into lumps, mounds and ridges, shaking and jolting vehicles. Fighters on moving vehicles which are not on a Transport Bed or Cage take a -2 penalty to their Initiative check to avoid falling off. All fighters on a vehicle take a -1 penalty on ranged attacks. Skimmers and walkers are unaffected.
    15 Quickash. Small pockets of quickash are dotted across the area, completely hidden from view. Roll a D6 for when a model moves. On a 1 they are caught in a quickash pocket and become Stationary and Stalled. Skimmers are unaffected.
    16 Heat-Baked Ash Pan. The surface is baked into a hard, even surface. Ideal! No additional effects.
  • 21-26 Wind Conditions
    It is always windy in the wastes of Necromunda, constantly blowing up ash and corrosive chemicals. For the most part, the wind is just another inconvenience, but sometimes it gets really windy...
    21 Poison Wind. The wind is somewhat more toxic than normal, something else will certainly kill you before this becomes a problem. No additional effects.
    22 Blustery. The wind is blustery and corrosive. No additional effects.
    23 Strong Winds. Movement in the wind is becoming extremely difficult. All movement on foot is reduced by 1. Skimmers suffer a -1 penalty to Handling checks.
    24 Ash. The wind is blowing up great clouds of ash and dust that makes it very hard to see. Ranged attacks at long range suffer an additional -1 to hit.
    25 Heavy Ash. The wind is blowing especially thick clouds of ash and dust that gets into everything mechanical. All ranged attacks are at an additional -1 to hit. In addition, the ash and dust are so thick that they clog air intakes on vehicles. Vehicles must roll 4+ on a D6 to move, or become Stationary and stalled.
    26 Dead Calm. There is no wind, a rare thing in the wastes. Ash Waste Nomad models suffer a -1 penalty to Cool checks as the conditions are so unnerving. This does not affect other gangs.
  • 31-36 Light Conditions
    Outside the hive, light is not rigorously controlled by glow-globes and halogen strips. It is a murky place as much of the light of Necromunda's sun is kept out by the thick clouds of smog that drift across the sky. However, this is preferable to the light which occasionally breaks through the cloud layer, as any kind of protective ozone layer was destroyed millennia ago. The light that does get through to the planet is burning, blinding and mutating.
    31 Gloomy. It is clouded and poorly lit. But then this is only to be expected. No additional effects.
    32 Bright. The smog layer is relatively thin here. No additional effects.
    33 Bad Light. It is dusk or dawn. Roll another D6, on a 1-3 is it dawn and the Visibility (12”) rule is in effect; on a 4-6 it is dusk and the Visibility (6”) rule is in effect.
    34 Darkness. It is the dead of night. The visibility (3”) rule is in effect. All fighters suffer a -1 penalty to Cool checks.
    35 Radiation. A gap in the clouds allows deadly radiation through to the planet surface. Roll a D6 for every model when this rule comes into effect. On a 1, that model takes a S3, AP-1 hit with the rad-phage trait. If this hit causes a model to go out of action, do not toll on the Lasting Injury table, instead apply the 'Horrid Scars' result.
    36 Changing. The cloud layer is rapidly drifting. At the beginning of each turn roll a D6, on a 4+, roll another D6 on the Light Conditions table and apply that condition for the turn.
  • 41-46 Temperature Conditions
    Vast pressure differences exist on Necromunda - the planet being alternately superheated by the sun and frozen when it is in shadow. This not only results in the winds but also massive temperature changes that move across the surface, freezing or cooking anything unable to protect itself.
    41 Cold. The temperature is cold, but nothing that hardened gangers can't deal with No additional effects.
    42 Hot. It is hot and clammy. No additional effects
    43 Chill Wind. The temperature has plummeted. Ice forms on vehicles and weapons. No additional effects.
    44 Heat Wave. Boy is it hot! No additional effects.
    45 Freezing. The temperature drops so low it freezes the ash surface solid. Each time a vehicle moves, it must first make a Loss of Control test. If the test is failed, the vehicle loses control as normal as it skids about on the ice. This does not apply to skimmers or tracked vehicles.
    46 Baking Hot. Roll a D6 for each model at the start of a player's turn. On a 1, models on foot pass out with the heat, counting as pinned. Vehicles that roll a 1 overheat and become Stationary and Stalled.
  • 51-56 Storm Conditions
    The ash storms of Necromunda are notorious across the galaxy. In full force a storm can pick up a person and drop them hundreds of miles away. Of course, by then they are little more than scoured bones. Sometimes a skirmish will occur just before or after a great storm, when gangers must fight in the harshest of conditions.
    51 Storm's Coming. A nasty ash storm is heading this way, blowing up ash and raining down toxins. The Visibility (12”) rule is in effect. Furthermore, each player rolls a D6 at the start of their turn. On a 1 that player may not move at all this turn as the storm forces everyone into cover. Models may shoot or fight in close combat as normal.
    52 Cyclone. A huge cyclone whips up as the two gangs approach each other, forcing them to retreat. Each gang leader rolls a D6 and adds their Leadership. The leader with the higher result can redeploy their gang. If there is a draw, neither gang gets to redeploy. Ash Waste Nomads are always considered to roll a 6 in these checks.
    53 Acid Rain. Acid rain in the Underhive is a mere trickle by comparison. Roll a D6 for all models at the start of the game. On a 1, all fighters take a S3 hit. Models taken out of action in this way automatically sustain the 'Horrid Scars' serious injury. Vehicles that roll a 1 roll a further D6 after the game. On a 1, they roll on the Lasting Damage table, as the acid eats through vital components.
    54 Chemical Rain. All rain on Necromunda is made up of nasty chemicals, all water having long since been polluted. No additional effects.
    55 Toxic Rain. This comes down in thick sheets which impairs vision and sting the eyes. The Visibility (24”) rule is in effect.
    56 Lightning Storm. The player with priority rolls 2D6 at the beginning of each turn. On the roll of 2, a randomly determined vehicle is struck by lightning and explodes! The vehicle is immediately Wrecked and all models within 3” suffer a S5, AP-1, D1 hit. If there are no vehicles in play, randomly determine a fighter, who suffers a S10, AP-6, D10 hit. If a fighter survives being struck by lightning, they automatically gain the 'Impressive Scars' lasting injury.
  • 61-66 Miscellaneous Conditions
    There are some strange conditions that also occur in the wastes, some of which aren’t even strictly weather...
    61 Ash Clams. The whole area is riddled with ash clams, hiding just underneath the ash surface' Roll a D6 for each fighter that moves. On a 2-5 nothing happens. On a 1 the model is seized by an ash clam and may not move until they free themselves by rolling under their Strength on a D6 as a Simple action.
    62 Radiation. The whole planet is swimming with it! No additional effects.
    63 Parasites. A recent storm has stirred up a colony of microscopic parasites. Each player rolls a D6 at the start of each turn. On a 1, a randomly determined fighter loses one Toughness for the rest of the game, as the parasites feed.
    64 Effluent Flood. A massive effluent flood sweeps across the battlefield. Making movement a somewhat haphazard affair. Roll a D6 for every model at the start of the game. On a 1 that model cannot move in its first turn.
    65 Rad Zone. The battlefield is dotted with highly concentrated radiation sources. When a model moves, roll a D6. On a 1, they have disturbed a pile of radioactive waste. Place a 3” blast marker on the centre of the model after it has completed its move. All models within the marker take a S3, AP-1 hit with the rad-phage trait. Models that go out of action due to this automatically receive the 'Horrid Scars'.
    66 Multiple Conditions! Roll again for a further D6 treacherous conditions, re-rolling any more rolls of 66.

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Activity

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shoto • Edited item
2 hours, 13 minutes ago

51-56 Storm Conditions (Rule)

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shoto • Added item
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61-66 Miscellaneous Conditions (Rule)

shoto • Added item
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51-56 Storm Conditions (Rule)

shoto • Added item
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41-46 Temperature Conditions (Rule)

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31-36 Light Conditions (Rule)

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