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Furious Road Campaign

Welcome to the Furious Road! A campaign set around gangs heading out across the great plains of the ash wastes. A campaign defined by each gang having their own War Rig, a rolling fortress which is both their transport and home as they battle across rolling roads and explore local points of interest.

Setting


Gang Composition

Gangs have 1,000 credits available for their initial gang. Additionally, 400 credits of Ash Waste allowance, all battles take place in the Ash Wastes.

Ash Wastes

The setting for this campaign is in the Ash Wastes

Income

At the beginning of each campaign week generate credits according to the table below.

Phase 1Phase 2Phase 3
2D6x103D6x104D6x10

Campaign Phases

The Campaign follows the three phase format:

PhaseLength
Phase 12 Weeks
Settlement Downtime1 Week +250 Credits Trading Post Recovery & Captives
Phase 22 Weeks
Settlement Downtime1 Week +250 Credits Trading Post Recovery & Captives
Phase 32 Weeks

Campaign Rules

The following rules apply to the Furious road campaign only:

The Great Road

The Ash Wastes are vast and endless. A lawless place far from the reach of the noble houses. However, there is one rule for the gangs that make it their home; always be on the move.

The majority of battles this campaign will be Rolling Roads, any rolling roads battle each gang may bring their War Rig. This does not use crew slots.

Stranded in the Wastes

Being stranded out in the ash wastes with a form of transport is certain death. Only the most hardened gangers can make their way back to their War Rig.

All Fighters must start the battle either mounted, or onboard a transport bed. (Unless they special deploy)

Any Fighter that leaves the battlefield as a result of rolling roads and cannot rejoin must roll on the lasting injury table (Unless they are mounted or on a vehicle).

Middle of Nowhere

Little lives out in the Ash Wastes, and anything resembling a settlement is even rarer. For the most part your gangs are traversing the empty roads between these locations.

You may only add Wandering Scum to your gang during non-downtime phases. Other fighters, vehicles, & Hangers-on must be added at downtime (When you reach ‘civilisation’)

Wandering Scum uses the same cost, profile & equipment selection as the Underhive Outcasts Hive Scum (Ganger)

You can buy anything on the scum equipment list when you hire them, then they’re subject to the TP restrictions same as everyone else.


War Rig

War Rig
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8"88757+4+4+7+4+6+7+

Upgrades: Transport Bed, Turtle Back
Weapon Hardpoints: 0
Upgrade Slots*: 4 Body, 4 Drive, 4 Engine
*The default upgrades don’t use up the upgrade slots.

Special Rules: Rolling Fortress, Shielded Crew Compartment, Inertia, Gang Fortress, Locomotion Options

Special Rules

Shielded Crew Compartment: The War Rig Crew is particularly protected within its large chassis. The War Rig is immune to the insane, and blind conditions.

Rolling Fortress: The War Rig’s vast size allows for more weapons than you’d find on a usual vehicle rolling around the ash wastes. Weapon Hardpoints are unlimited and do not take up Body Upgrade slots. However, all Weapons Hardpoints must be passenger operated.

Inertia: War Rigs all have something in common, once they start moving it takes a lot for them to stop. After completing an activation in which the War Rig moved. it may move directly forward up to half of its movement characteristic.

Gang Fortress: The War Rig is the Gang's home, as such it’s the most important thing to them. All Broken fighters flee directly towards the War Rig. Treat the centre of the war rig as the most preferred location when working out where they run. If the War Rig is ever taken Out of Action, or flees the battlefield, the battle ends with the opponent being declared the winner.

Locomotion Options: When creating your War Rig you must choose one of the following Locomotion Options: Wheeled The War Rig gains the Wheeled special rule.

Tracked The War Rig gains the Tracked special rule. Additionally, change its movement characteristic to 7” and its handling characteristic to 5+.

Walker The War Rig gains the Walker special rule. Additionally, change its movement characteristic to 5” and its handling characteristic to 4+.

Anti-Grav Generator - 50 Credits The War Rig gains the skimmer special rule. Additionally, change its movement characteristic to 7” and its handling characteristic to 6+.

Equipment

A War Rig may be equipped with vehicle Upgrades, vehicle Wargear and weapons from the Custom Rig equipment list. They may also be given items from any Gang Vehicle Equipment lists their gang has access to.

  • During the course of a campaign, a War Rig may be fitted with additional vehicle Wargear and vehicle Upgrades from the Custom Rig equipment list and the Trading Post.
  • During the course of a campaign, any War Rig Hardpoints can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post.
Vehicle Upgrades
ItemCredits
BODY UPGRADES
Crash cage15
Escape hatches10
Extra Armour25
Ram15
Transport Bed15
Transport Cage - Small20
Weapon Hardpoints40
DRIVE UPGRADES
All-wheel steering10
Emergency brake20
Powered steering25
Redundant drive system20
Tyre claws40
ENGINE UPGRADES
Easy turnover5
Engine shell15
Glys injector20
Nitro burners15
Smoke vents25
Weapons
ItemCredits
BASIC
Autogun15
Lasgun15
SPECIAL
Long Las20
Grenade launcher with frag and krak grenades65
HEAVY
Heavy Stubber130
Mining Laser125
Vehicle Wargear
ItemCredits
Body spikes15
Flare launchers15
Headlights20
Searchlight65
Smoke launchers130
Wheel scythes125

War Rig Upgrades

As the trek across the ash waste goes on the gang starts to upgrade their War Rig with any old scrap they can find. The modifications range from the deadly to the insane.

All War Rigs start the campaign with one of the following upgrades. At the end of each campaign week an additional upgrade may be selected and added to the War Rig.
* Some Upgrades have prerequisites

UpgradeEffect
CraneThe War Rig gains the Operate Crane Action.
Operate Crane (Simple): Move a fighter, light vehicle, scatter, etc. within 6” to any other position within 6” of the crane. You may target enemy fighters, however they may take an initiative/handling check, if they pass they are not moved, Any model placed within 1” of a Man-a-pult may be launched immediately by the player operating the crane .
Field GeneratorThe War Rig and all models on it gain a 6+ field save against attacks originating from outside the vehicle. Alternatively if a blast template’s centre touches the War Rig the attacker must roll an additional 2+, if failed, attack is not resolved and immediately ends.
Man-a-pult*Fighters within 1” of the Man-a-pult may perform the Launch Fighter action.
Launch Fighter (basic): This fighter moves up to 6D6” in a straight line, ignoring all terrain as if they had flight, after which they scatter 1D6” then go prone and pinned.
Nitro BoosterA War Rig with a Nitro Booster may treat Full Throttle as a simple action instead of a double
Wrecking Ball*Requires Crane The War Rig gains the Swing Wrecking Ball action.
Swing Wrecking Ball (basic): Target a vehicle within 3” and make S10 AP -2 hit against the vehicle, if successful the target vehicle loses D3 hull points and immediately makes a loss of control test, all fighters onboard the target vehicle must also make an initiative test or go prone and pinned.
Oil SlickThe War Rig gains the Release Oil action.
Release Oil (Basic): Make a Move (Simple) action, at any point during the move you may place an oil slick marker on the battlefield in the rear arc of the vehicle. After this, any model that goes within 3” of the oil slick at any point while moving must immediately make either a loss of control check with a -2 modifier if they are a vehicle, or an Initiative test if they are a fighter. If passed they may continue moving as usual, otherwise Lose control / go Prone and Pinned.
Cattle CatcherWhen a War Rig with this upgrade runs over a fighter in the front arc, that fighter suffers a -2 modifier to their Initiative test to avoid being hit.
Electrified HullAny fighter on an area of the War Rig that is not a transport area at any point during an action immediately takes a S2 AP- D1 hit. If this results in a wound, place the fighter prone and pinned and their activation ends. Otherwise they may continue moving.
Gang Relic*House Gangs only A War Rig with a gang relic may place one anywhere on its transport bed at the start of the battle. This gang relic acts exactly like the one in the gang's ‘house of’ book.
Warp coil**Requires Field Generator Friendly Fighters within 1” of the Warp Coil gain the Teleport action.Friendly Fighters within 24” of the Warp Coil gain the Recall action. Any fighter that goes out of action as a result of using the Warp Coil gains a random mutation from the chaos cult table in addition to rolling on the lasting injury table.
Teleport (double): Roll a D6, on a 1 this fighter is lost in the warp and goes OOA, otherwise place them anywhere within 24” of the Warp Coil.
Recall (double): Roll a D6, on a 1 this fighter is lost in the warp and goes OOA, otherwise place them anywhere within 1” of the Warp Coil.
Jump Generator*Requires Warp Coil The War Rig gains the Jump action.
Jump (basic): Choose a direction then roll a D6. Place the War Rig that many inches +6 away from its current location and in any orientation. It must go full distance, if that results in the war rig being unable to be placed in a legal manner (inside terrain etc.) take a Catastrophic hit against the Engine and place the War Rig closer so that it may fit.
Flaming ExhaustA War Rig with a Flaming Exhaust may at any point while moving place a flame template touching its rear arc. Any models under the template take a S3 AP- D1 Blaze hit. This may be done once per move.
Anti-boarding countermeasures*Requires Electrified Hull The first time any enemy fighter moves onto the War Rig they immediately must pass an initiative test or they become prone and pinned and their activation ends. This effect may only be triggered once per round.
Ion Shield*Requires Field Generator At the start of the battle choose an arc for the Ion Shield. The War Rig and all models on it gain a 4+ field save from range attacks originating from within that arc. Alternatively if a blast template targeting a position would fire through the Ion shield the attacker must roll an additional 4+, if failed, attack is not resolved and immediately ends. During the battle the War Rig may change this arc by performing a Reposition (basic) action.
Barrel Launcher*Requires Oil Slick The War Rig gains the Release Barrels action.
Release Barrels (Basic): Make a Move (Simple) action, at any point during the move you may place up to 3 Incendiary Barrels on the battlefield in the rear arc of the vehicle. After this, any model that goes within 2.5” of an Incendiary Barrel at any point while moving must check to see if they have set off the Barrel. Roll a D6 on a 2+ the Barrel explodes. All models within 5” of the Barrel take a S4 AP-1 D1 Blaze Hit. Incendiary Barrels may be targeted by ranged attacks, if hit roll a D6, on a 2+ they explode in the same manner as above.
Pyre*Fighters within 1” of the Pyre may make the Inflame action. Any fighter that goes prone and pinned within 1” of the Pyre checks to see if they catch fire as if they were hit by a weapon with Blaze.
Inflame (basic): One weapon carried by this fighter with the Melee trait gains Blaze. After resolving an attack with a weapon that has been given blaze this way, roll a D6 on a 3+ it keeps blaze, otherwise it loses it as the fire dies out.
Docking clampsThe War Rig gains the Clamp action and the Release action. Additionally, fighters within 1” of the docking console may also perform these actions if there are no enemy fighters also within 1”
Clamp (Basic): Target a vehicle within 1” and within the side arc of this vehicle. Both vehicles become subject to the Clamped condition.
Clamped: Vehicles with the clamped condition may only make a single 45 degree turn while moving. Additionally, the vehicle they are clamped with must stay within 1” at all times moving with them, or try to resist. When attempting to resist both players roll 2D6 adding their front armour value. If the resisting player rolls higher they may move both vehicles, keep both vehicles stationary, or may break free, losing the clamped condition.
Mine Launcher*Requires Man-a-pult Any Traps* may be deployed into the mine launcher at the start of the battle instead of on the battlefield. A War Rig with a Mine Launcher gains access to the Launch Mine action. *No Thermal Mines
Launch Mine (basic): Choose one of the traps loaded into the mine launcher. Select a visible point within 24” and make a ranged attack with a -2 modifier. If successful the mine is placed at that location, otherwise it scatters 1D6”.
Bike Rack*Fighters within 1” of the Bike Rack may perform the Mount action. This may be done a total of 3 times during the battle before the bikes run out.
Mount (basic): This fighter immediately gains a Dirt Bike and all the associated conditions (Mounted etc.). After which, place this fighter in base contact in the rear arc of the War Rig
Crows NestA War Rig with a Crows Nest may deploy all the terrain when adding it in Rolling Roads. If multiple War Rigs have a Crows Nest then alternate amongst them.
Monster Tyres*Requires Wheeled Locomotion A War Rig with Monster Tyres may ignore any terrain less than 3” tall in the front or rear arc, ignore all difficult and dangerous terrain, and add a +2 modifier to their handling. However, fighters gain a +1 modifier to their initiative when testing to see if they are run over.
Spotters Balloon**Requires Crows Nest A War Rig with a Spotters Balloon deploys the Balloon at the start of the battle in base contact with the War Rig. This is a token and cannot be targeted as it’s too high up. Whenever the War Rig Activates you may also move the Balloon token 12”, after which you may reveal 1 model with 24”. Additionally, the targeted model loses 1 point of cover. (Heavy -> Partial etc.)
SpikesAny fighter on an area of the War Rig that is not a transport area at any point during an action immediately takes a S3 AP-1 D1 hit. If this results in a wound, place the fighter prone and pinned and they gain the Skewered condition. Otherwise they may continue moving. Additionally any fighter that gets run over by this vehicle instead of being moved to the side becomes Skewered on the front of the vehicle if they fail their initiative test.
Fighters with the Skewered condition cannot be moved (unless by a Crane) and must try to free themselves by passing a strength check at the start of their activation. If passed they are no longer impaled and may act normally, otherwise they take a Flesh Wound and their activation ends.
Harpoon Launcher**Requires Docking Clamps Fighters within 1” of the Harpoon Launcher may perform the Harpoon action.
Harpoon (Basic): Make a range attack against an enemy vehicle in line of sight and within 18”. If hit, place a Harpoon token on the enemy vehicle, it also gains the Harpooned condition. This can be attempted once per round.
Harpooned: Move the vehicle with the lower front armour value 4” inches directly towards the other vehicle in each end phase. If both have the same value, move each vehicle 2” towards each other. This continues each round until the vehicles are in base contact. If the vehicles are connected by Multiple Harpoons then multiply the numbers.
Vehicles that are connected via a Harpoon cannot move further away from each other. The heavier Vehicle may drag the lighter one around, if both have the same front armour value then each vehicle can drag each other around but half their movement characteristic.
If a solid piece of terrain ever comes between the two connected vehicles the chain is snapped, both vehicles make a loss of control test then are no longer connected via the harpoon.
Fighters may attack the Harpoon token in an attempt to break the vehicle free. Melee attacks automatically hit. The Harpoon is T4 W3 with a **4+**Save any injury rolls automatically destroy it. It’s immune to Toxin and Gas (It’s a hunk of metal).
Anti-Nomad targeting servitor*When a Roaming Horror activates within 40” and line of sight of this War Rig, the controlling player may choose to Servitor Overwatch.
Servitor Overwatch (Free action): Make a Ranged attack against the roaming horror using the crew's Ballistic Skill with the following profile**.** S4, Ap-1, D1, Rapid Fire (2), Ammo Feed Ammo Feed: Automatically passes all Ammo Checks
Prisoner Rack*Requires Spikes Enemy fighters that activate within range of the Prisoner Rack must pass a Nerve Test or become Broken. The Range of the Prisoner Rack is based on how far the War Rig Moved last turn. As the faster you go, the louder they scream! See table below
Carrier Bay*Requires Bike Rack The War Rig gains the Deploy action.
Deploy: The War Rig loses 1 Hull Point and may place a Tankette or Truckette in base contact in the rear arc of the War Rig.
Distance MovedPrisoner Rack Range
0”0”
1”-6”3”
7”-10”6”
11”-13”12”
13”+18”
Tankette/Trukette
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6"33316+5+4+8+8+8+8+

You may choose the locomotion

Tankette: gains a Heavy Stubber (Crew Operated)

Trukette: gains a Transport Bed

Long Range Forecast

Rise and Shine Scummers! It’s time for another death race across the Ash Wastes. This season we’ll be racing from the outskirts of the Secundan Abyss to the shattered remains of Nostrium spyre. There’s going to be spectacle, carnage, and most of all explosions. Watch out for those Nomads as well!

Week 1 - Secundan Outskirts

We start off in the not so sunny Secundan Outskirts, be careful not to kick up too much dust, I hear that stuff isn’t great for you.

Perpetual Gloom
Looking back to the Secundan Abyss is like looking into a bottomless abyss that not even light can escape from.
When drawing line of sight from the Leading Edge to the Trailing Edge Visibility 6”, otherwise Visibility 24”.
Simple terms, extend your line of sight, if that touches the trailing edge, then 6” visability.

Irradiated Ground
The ground itself is completely hostile to life.
Fighters travelling more than their movement value across the battlefield surface (not roads) must make a rad-phage check at the end of their activation. (4+ take a flesh wound. Hazard suits or respirators make this a 6+)

Week 2 - Krook’s Bend

Krook’s Bend is the point in which most travellers on the ash roads breath a sign of relief that they’ve escaped the Secundan outskirts.

Dust Storm
The nearby Secundan Abyss creates a unique weather phenomena, pillars of dust constantly circle around Krook’s Bend.
Visibility 18”
At the start of the battle each player places 3 smoke markers* at least 12” apart. In the end phase they scatter 2D6”. If they leave the battlefield add as if they were terrain in step 3 of the rolling roads phase.
*infinite height, never check to see if they fizzle out

Dusty Ground
Constant dust churns around the battlefield obscuring anything on its surface.
Models targeting Fighters on the battlefield surface suffer a -2 penalty to hit ,-1 if the targeted fighter is on the road. (Infrasights mitigate this)

Downtime 1 - Krook’s Keep

Krook carved the Keep out of the very rock itself. Or at least that’s the rumour. Either way it’s the only place until Promethium Town that a traveller can resupply.

Week 3 - The Pinways

Sheer rock on one side, sheer cliff edge on the other, many racers have tumbled to their doom racing the Pinways.

Sheer Rock & Sheer Drop - Designate one long edge as the Sheer Rock and the other as the Sheer Drop. They gain the Impassable side and Cliff side respectively.

Casting Shadows
The setting star casts a harsh light across the battlefield.
Shadows are cast from the Sheer Drop side to the Sheer Rock Side. Any model in shadow gains the hidden condition. All terrain casts a shadow equal to their height. Be sensible, a pole can’t hide a war rig

Rock Fall
The thundering racers disturb the many rocks crumbling from the cliffs.
In each end phase roll a D3+1. roll each time and place a large blast 4D6” from the leading edge touching the Sheer Rock side**.** In subsequent end phases these blasts move 2D6” directly towards the Sheer Side. treat this blast marker like a vehicle, using the vehicle impacts rule.

Week 4 - Wild Snake's Pass

Wild Snake’s Pass was a lucrative smuggling route until the local nomad population discovered what was being smuggled.
Impassable sides

Twisting Chasm
Snake’s Pass constantly twists and turns down the chasm, with the occasional tunnel.
Randomise Visibility each turn. (D6 1:6” 2-3:12” 4-5:24” 6:No Visibility)

Baking Heat
The lack of wind in the chasm causes soaring heat.
If visibility is 24” or more, fighters without a respirator may only take a single action during their activation.

Downtime 2 - Promethium Town

Promethium Town is named after the seemingly unlimited amount they manage to syphon from the ground. It made the local baron’s quite rich, even if they had to ban lo sticks.

Week 5 - The Spillway

Anything that’s not siphoned out in Promethium Town ends up in the Spillway. The slick and flammable surface makes it impassable to all but the most skilled racers.

Promethium Fumes
Crude Promethium covers the battlefield and saturates the air.
Visibility 18”
Models on the battlefield floor become subject to the blaze condition on a 2+ when hit with a weapon with blaze. Any model using a blaze weapon while on the battlefield floor must roll a D6 after resolving the attack, on a 1-3 they become subject to blaze. Hazard suits: apply a +2 to the rolls.

Slick Ground
Crude Promethium makes an excellent lubricant.
Models moving more than their movement characteristic during their activation must immediately make an initiative/handling check. If the initiative test is failed, place them prone and pinned and their activation ends, otherwise continue as usual.

Week 6 - Nostrum Approach

Nostrum looms in the distance, a shattered hive bombed out over years of conflict.

Rust Bowl
Decades of exposed metal have created a constant storm of rust.
Visibility 12”
All ranged weapons gain the Scarce trait unless they have the Plentiful trait, in which case they lose the Plentiful trait.

Minefield
Leftover ordnance from forgotten war litter Nostrum’s surrounding area. Step 3 of rolling roads, roll a D6. Each player places that many melta traps, they must be at least 6” from each other