The Outlanders

Dead Wastes Necromunda Campaign

 

In the towering hive world of Necromunda it had been thought that every corner of the hive worth finding had already been discovered, looted and left to rot. That is until now. After a Ratskin scout had revealed the location of a hidden archeotech hoard with his dying breath and the last of the man-made mountains of plasteel had been removed finally a new area of the underhive had opened up.

The guilder leading the expedition soon found out that the Ratskin had lied, the area did not in fact contain an archeotech hoard and quickly lost interest, moving on to a more profitable project. However the news that there was new territory up for grabs was of great interest to the local gangs of the Dead Wastes who were ready to fight for the chance of moving to a more hospitable environment.

With each of the gangs arming up in preparation to claim their stake of the new territory the story of Dead Wastes begins. How many lives would be lost in the search for glory, pride and power. How many more would be lost to the toxic darkness and dangerous creatures that lurk there.

If you think you have what it takes rule the Dead Wastes then gather your gang, for the battle awaits...

Campaign Rules

This campaign will use all the normal Necromunda rules as laid out in the rulebook. The few changes made are detailed here.

1 - As the Dead Wastes are on the outer reaches of the inhabited areas of Hive Primus and border on the Underhive where the Outlaws roam free then this brings out the dregs of the hive that had been hiding until now, which allows the following gangs to participate in this campaign:

  • Orlock
  • Goliath
  • Escher
  • Van Saar
  • Cawdor
  • Delaque
  • Ratskin Renegades
  • Scavvies
  • Redemptionists
  • Spyrers
  • Ash Waste Nomads
  • Pit Slaves Gang
  • Enforcer Precinct Squad
  • Genestealer Cult
  • Ork Mob
  • Vampire Cult
  • Undead Horde
  • Bounty Hunter Gang
  • Chaos Cult
  • Space Marine Scout Squad
  • Wyrd Coven

2 - As the news of the new area in the Dead Wastes spreads through the Hive many begin to think that they could make a profit from the situation, which allows the following Hired Guns to be used in this campaign:

  • Bounty Hunter
  • Underhive Scum
  • Ratskin Scout
  • Ratskin Savage
  • Wyrds (Telepath, Telekinetic, Pyromaniac, Beastmaster, Necromaster)
  • Pit Slave
  • Ogryn Bodyguard
  • Sniper
  • Ratling Sniper
  • Attack Dog
  • Preacher (Redemptionist, Imperial, Missionary)
  • Crazy Doc
  • Defense Force Deserter
  • House Agent
  • Ash Waste Nomad Guide
  • Ash Waste Shaman
  • Rogue Handler
  • Ork Weirdboy
  • Beastman

As the news spreads further some of the more notorious faces in the hive are drawn to the area in search of riches and to further their killer reputation, which allows the following Special Characters to be used in this campaign:

  • Kal Jerico & Scabbs
  • Mad Donna Ulanti
  • Bull Gorg
  • The Redeemer & Malakev
  • Brakar the Avenger
  • Karloth Valois
  • The Caller
  • King Redwart the Magnificent
  • Bonny Anderson

3 - In addition to the original standard and Outlaw scenarios there are new scenarios available. The person choosing the scenario must pick one from the 'Scenarios' folder. The only exceptions are special events which may take place as the campaign progresses.

4 - When creating a gang from one of the 6 established houses the restrictions of the House Weapon Lists do NOT apply to this campaign. Any house gang may buy any common items available to their gang member type. All other gangs must use their appropriate weapon lists.

5 - Gang members may have ONE pistol and ONE sword, club or flail that is not represented on the model itself. These weapons are concealed in pouches or cloaks. Any variations in models must be stated before the game begins.

6 - Treacherous conditions may be used if one of the players wishes to. As we cannot predict or control the weather though in this campaign the player who wishes to use them must roll a D6.

  •  1 - 3 = The player may use treachorous conditions
  •  4 - 6 = The player may NOT use treacherous conditions

If both players wish to use treacherous conditions then you may roll twice to see if you are allowed to or not.

The player who wanted to use treacherous conditions, or the player with the lowest gang rating if both wanted to, then rolls on the Treacherous Conditions Table.

7 - All other disputes will be settled by the roll of a dice. All dice rolls must complete land inside the rolling box and complete at least two revolutions.

8 - If the local guilders decide that a particular person or creature in the Dead Wastes area has become too disruptive to their business then they will place a bounty on their head. This bounty will be displayed on the Special Bounties board further down this page. Any gang that is not outlawed or an outlander themselves can try to claim the bounty by playing the Special Bounty scenario. The player wishing to do so must roll a D6:

  • 1 - 3 = The player may NOT pursue this fugitive in their next game
  • 4 - 6 = The player may go head hunting!

9 - This campaign will use a Dead Wastes Territory Map, the rules for which are as follows:

The new area of the Dead Wastes has been divided into 16 separate territories, each of which brings a credit bonus to the gang controlling them. These credits are added to the stash and are not calculated for income purposes.

Before each battle a piece of territory will be randomly selected from the ones already owned by the players participating in that battle, using 3D6.

If the person owning the territory loses the battle then they lose that territory and it is now controlled by the other player who can get the bonus from it immediately.

If the person owning the territory wins the battle then they get to keep their territory.

If a person does not own a territory then the piece of territory to be fought over is randomly selected from those of the one player who does own territory, unless there are territories without an owner, in which case one of these is randomly selected.

If neither player owns any territory and there are no unowned territories then no territory is fought over in this battle.

10 - Gang Specific Rules:

Scavvies do NOT use the 'Disloyal' rule.

Ratskins must choose a tribe. Ratskins may recruit 0-4 Totem Warriors and 0-1 Shaman. Ulenni tribes may recruit 0-1 Shaman Adept. Ratskins roll twice on serious injury chart and choose which result applies. Ratskins are only immune to the negative aspects of treacherous conditions. If Ratskins choose to play a scenario which already uses treacherous condition then they ARE affected by the scenario conditions, but not by the extra treacherous conditions. If a model fails its fear test when charged by a Shaman's Spirit then it breaks without taking any hits. Shaman's use the updated Spirit Lore Power Table.

Spyrers must choose one of the following vows:

  • Kill 10 people
  • Survive 25 battles

The Spyrer gang must choose another vow when it has reached its target and may recruit one new gang member each time it completes a vow and may call upon the aid of the Patriarch and the Matriarch once per vow.

11 - This campaign will use the Special Actions rules. When shooting at an opposing gang member the indicators for cover go by the body of the model, NOT by any weapons or ornamentation that the model may have. For example, you cannot shoot at a model if you can only see half of the models lasgun or the spikes of a helmet. In addition, buildings may only be moved to check line of sight if agreed by both players.

12 - When a person causes a wound in hand-to-hand combat they get 5 experience points for wounding the opponent in that round, not 5 per wound. Experience points are not gained for wounding someone who is already down.

13 -Any gang can use its contacts to sell any gang member into slavery for D6x5 credits. These credits are added to the gang stash and the gang may keep all items that gang member had.

14 - Special events will take place throughout the campaign, some of which may lead to prizes or Gang Awards, including the issuing of Necromunda Events Cards.

15 - Gang Awards! As the campaign progresses awards will be given out for achieving particular objectives, some are temporary, most are permanent. The awards are listed here:

  • PACK - over 2000 gangrating
  • MOB - over 3000 gang rating
  • HORDE - over 4000 gang rating
  • ARMY - over 5000 gang rating
  • DANGEROUS - over 5 gang kills
  • DEADLY - over 10 gang kills
  • WIDOWMAKER - over 25 gang kills
  • BUTCHER - over 50 gang kills
  • ASSASSIN - over 75 gang kills
  • SLAUGHTER - over 100 gang kills
  • HARDENED - won over 10 battles
  • VETERANS - won over 25 battles
  • HEROES - won over 50 scenarios
  • BATTLE MASTERS - won over 100 scenarios
  • TRACKER - collected over 5 bounties
  • STALKER - collected over 10 bounties
  • HUNTER - collected over 25 bounties
  • PREDATOR - collected over 50 bounties
  • UNIVERSAL - owned 10 territories
  • SUPREMACY - owned all Dead Wastes territories
  • REBELLION - been outlawed
  • WATCHER - been made watchmen
  • EXECUTIONER - killed a captive
  • OUTLANDER - killed a guilder
  • RUTHLESS - took all enemy down or out of action in a Gang Battle
  • ZOMBIE KILLERS - won a special event against the undead
  • GREEN DEATH - won a special event against Orks
  • MILITARY UPRISING - won a special event against Imperial Guard
  • ALIEN SUPPRESSION - won a special event against Tyranids
  • DOMINATION - currently has the highest gang rating
  • KILLER - currently has person with most kills
  • GOVERNOR - currently owns most Dead Wastes territories

Dead Wastes Leaderboards

MOST DANGEROUS: GANG RATINGS

GANG                                                                    P     W   D    L     GANG RATING

Commando Elite                                                    1     1                      1616

Diamond Dogs                                                       ?     ?     ?     ?          1292

The Chess Club                                                     2                 2          1284

Shadowlords                                                          1     1                      1269

 

MOST DEADLY: KILL RATINGS

NAME                            GANG                                                                       KILLS

?                                     ?                                                                                 ?

Special Bounties

NAME                                                                              BOUNTY

None                                                                                                            0

Campaign Events

Date         Event

26 Apr 09         The Commando Elite (Van Saar) did a successful Heist on The Chess

                        Club (Orlocks)

26 Apr 09        An early Gang Battle results in the Shadowlords (Ratskins) fighting off

                        The Chess Club (Orlocks)

26 Apr 09         The last of the plasteel and rockrete is pulled away and the

                         Dead Wastes area is opened up...

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