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Version: Balance Patch Preview

Rolling roads uses Ash Wastes rules with the following addtions.

The Battlefield

Rolling Roads battles take place across a rapidly moving landscape where each gang must struggle to keep up while engaging the other.


Battlefield Size

Due to the fast-moving and expansive nature of a Rolling Roads battle, these rules work best on larger battlefields than standard Necromunda battles. An ideal size is 6'x4', though different sizes and shapes also work and can lead to exciting battles. Many scenarios may suggest different sizes.


Direction of Travel

All Rolling Roads battles have a direction of travel. Sometimes this is specified by the scenario; if not, randomly designate one short battlefield edge as the Leading Edge and the opposite edge as the Trailing Edge. The other two edges are referred to as sides.

The direction of travel is always from the Trailing Edge toward the Leading Edge.


Battlefield Sides

Roads across the ash wastes take many forms, from deep valleys to open ash flats or precarious bridges. Examples of how sides affect gameplay:

  • Impassable Sides: No model may voluntarily move off the battlefield sides. If a vehicle is forced to hit the sides, resolve it as if it collided with impassable terrain.
  • Cliff Sides: Any model moving off the side is immediately Out of Action or Wrecked as they plummet. Fighters roll on the Lasting Injury chart, vehicles on the Lasting Damage chart.
  • Open Sides: Models may move off via the sides. Treat them as Left Behind; they may then try to Rejoin (see below).

Clouds of Ash

As gangs race through the landscape, vehicles and fighters kick up clouds of ash.

  • If a model moves further than its Movement characteristic during activation, all shooting attacks against it suffer a -1 modifier until it is activated again.

Cruising Ash Wastes

Unless otherwise specified during and ash wastes battle each side is given 2 medium custom vehicles to use for this battle, they must be included and do not count towards your crew limit.

Truck

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6"55537+4+8+8+8+8+

Upgrades: Transport Bed, Easy Turnover, All Wheel Drive


The Rolling Roads Phase

At the end of each round, at the start of the End Phase, the Rolling Roads phase occurs. It consists of:

  1. Move Battlefield – The battlefield rolls forward.
  2. Resolve Models Left Behind – Models removed from the battlefield attempt to rejoin.
  3. Add New Terrain/Obstacles – New terrain appears ahead.

1. Move Battlefield

Every round, all models and terrain move 8" directly toward the Trailing Edge.

  • Any model or terrain that contacts the Trailing Edge is removed.

2. Resolve Models Left Behind

Models partially or completely off the battlefield are considered Left Behind. Their fate depends on their status:

  • Prone and Seriously Injured fighter: Roll to see if they succumb; they take no further part in the battle.
  • Stationary/Stalled vehicle with Movement ≥7": Cannot rejoin this round, may try in future rounds.
  • Other models with Movement ≥7": May attempt to rejoin this round.
  • All other models: Take no further part in the battle.

Out of Action: Models left behind count as Out of Action for Bottle checks until they rejoin.

Rejoining the Battle:

  • Eligible models make an Intelligence test:

    • Pass: Become Reinforcements
    • Fail: May attempt to rejoin next round
  • Reinforcements normally enter within 3" of the Trailing Edge, or within 3" of a side if Open Battlefield sides are used.

  • Models re-enter in the same state they left (Wounds, Flesh Wounds, Out of Ammo, etc.).

  • Exception: Stationary/Stalled vehicles change status to Mobile.


3. Add New Terrain/Obstacles

As gangs advance, new terrain comes into view. To simulate this:

  1. Roll D3-1 to determine the number of terrain pieces added.
    • If 0, no terrain is added.
  2. Players alternate placing terrain, starting with the player without Priority.
  3. Placement rules:
    • Any suitable terrain may be placed.
    • If no Visibility limit, terrain must touch the Leading Edge, at least 3" away from models or other terrain.
    • If a Visibility (X") rule exists, terrain may be placed at least X" closer to the Leading Edge than any model, still ≥3" from other terrain/models.
    • If placement isn't possible, terrain may be placed touching the Leading Edge, ≥3" away from models.
    • If placement still fails, no more terrain is generated this round.