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ASH WASTES

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Regular price 1.849,00 kr
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A new gang and a old
At the core of the Ash Wastes set are the tew gangs
 you get – in particular the enigmatic Ash Waste Nomads. You get 14 of these mysterious wanderers – 10 on foot with a variety of poses and gear, and four riding giant Dustback Helamites to hit, plunder, and run. They face off against a full complement of 10 Orlock gangers, including two brand new Outrider Quads. These nippy little dune buggies can accommodate a heavy bolter or harpoon launcher, and because they come with a dedicated gunner, they don’t even need to slow down to shoot up their nomadic adversaries.

Whether you’re more of a biker or a rider of giant mutant insects, this set opens up plenty of ways to zoom across the sands while blasting one another to bits.

Speaking of, the models come packed onto a big old heap of sprues which include a huge range of weapon choices. If you’re not satisfied simply by building these versatile miniatures out of the box, why not give these sprues a study and start planning your next kitbash?

So much scenery
There are also piles of scenery you can use to create your desert paradise, all of which is available first in this box. This massive haul of modular terrain is great for picking off foolhardy drivers from up high and keeping those pesky enemy gangers off your lawn.* Create a sprawling den of habs connected by walkways in whatever arrangement you wish, far above the rad-burned shifting sands.

Ash Wastes Cards
This box contains a total of 89 cards, representing Road Sections and Trade Routes to help keep track of the routes every player holds over the course of an Ash Wastes Campaign, as well as a whole host of Ash Wastes Gang Tactics for either side.

There are also 25 blank cards included for you to record your own fighters and vehicles.

Themed dice set, Ruler and Templates
There are 16 custom six-sided dice included, all in black and sandy yellow resin to please discerning dice-grots across the globe. Don’t recognise a few of those symbols? That’s because you also get the brand new Damage, Location, and Control dice needed to use (or, more accurately, wreck) vehicles in the updated Necromunda: Ash Wastes ruleset.

While many Necromundan natives are familiar with the trusty range ruler, blast markers, and flame templates, the Ash Wastes box throws in one of each for good measure. Whether you’re a long-time player or want to play your first game straight out of the box with no prior experience, the Ash Wastes box makes sure you’re good to go.

Rulebook and Reference
Speaking of new rules, they’re all included in a big, beautiful book for your playing convenience. This serves as the complete repository of rules for the base game, covering indoor and outdoor scuffles, and updating more than a few sections from the previous edition.

As well as containing all the basic rules, the Ash Wastes rulebook contains a unique new campaign that focuses on four-wheeled skirmishes out in the wilderness. Trade in endless hab blocks and dark hive-tunnels for wild, wide-open battles over vital trade routes.

The Ash Wastes Campaign can be played using any Necromunda gang, not just those you get in the box, and guidelines for including different gangs are included. There are tons of cool new outdoor rules, including a new mechanic for controlling roads, creating trade routes, and becoming raiders.

There are also two handy cheat sheets included for playing the game without having to constantly glance down at your rulebook – perfect when you’re off to rob your friends of their precious resources.

Tokens
How many tokens is too many? This massive token sheet contains 74 double-sided tokens to keep track of each of your fighter’s conditions on the board, including a bunch of new ones covering vehicular mishaps.

Game mat
Finally, we have a beautiful double-sided, desert-themed game mat, perfect for roving and pillaging your way through the Great Equatorial Wastes of Necromunda in style.

Necromunda: Ash Wastes contains everything you need either to begin your Necromunda journey, or to continue the existing narrative of your gangs as they emerge from the Underhive, pale and reeling, to touch sand for the first time.

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