I’m running an Ash Wastes campaign for Necromunda later this year, and playing some tester games has made me realise I need some serious verticality. I needed some serious old school gamer tech. I needed some modular hills.
Building some Ash Waste hills terrain for Necromunda was a daunting task – is making rocks out of wood inspired or insane?
The time dilation effect of lockdown(s) has lead me to believe the Ash Waste starter set came out a year or two ago. It was crushingly revealed about four years ago at Adepticon and I could feel more grey hair appearing.
After running a successful Zone Mortalis-style Uprising campaign ‘Emperor Falls’ last year, it was finally time to leave the metal caves of the underhive and enjoy the rocky caves of the Ash Wastes.
Oops it’s been two full years since Necromunda Ash Wastes was released and I have yet to play a single Ash Wastes game. I have, however, played dozens of games on ashen, wasted environments thanks to a bunch of terrain I created over lockdown.
Many years ago, when MDF scenery was still being invented, I acquired a very basic Wild West train set from TTCombat as a cheap and cheerful alternative to ruins and sandbags typical of most 40k terrain setups. Our gaming group were experimenting with Necromunda Community Edition (many years before the 2017 re-release) and were enjoying the narrative arcs that smaller-scale conflict could bring, and with it the need to have more interesting scenery to brawl over.
Time passed, and certain sets of scenery were trotted out for battle less and less. It wasn’t a concious decision, more a combination of how easy it was to set up, how well it fit the theme of the board, and what interesting combat situations could it open up.
The Wild West themed train set rarely got high marks in those categories. The track itself was fiddly to set up as it came in 4-inch chunks that rarely stayed straight, and there wasn’t enough of it to cross the board fully, ending with some ugly terminations. The theme was tricky to match too – when Necromunda 2017 came round the whole aesthetic pivoted, and a passenger steam locomotive was rarely a welcome sight on the board. It also had limited scope for interesting play – the passenger compartment wasn’t large enough to have two models standing side by side, so it served only to block line of sight in a small area of the board.
I never even got round to painting it. The train had reached its terminus.
The restoration
The pandemic gave me an opportunity to refine my terrain collection. I already had a large number of MDF shipping containers (acquired at the same time as the train set), so had little desire to add to the pile with some leftover plastic Munitorum containers. I’d been experimenting with cutting them up for use in hab blocks I was working on, and was thinking about turning them into street furniture like garbage skips, so why not cut some more up?
The flash of inspiration came when I remembered the train set gathering dust – skip plus wheels equal fun – and I could rebuild the whole train set to be more aesthetic!
I had three carriages to play with – the train engine proper, the coal wagon, and a passenger carriage. I set the engine aside for a future project to concentrate on the bits that would eventually become freight wagons.
It was straightforward to cut the carriage beds free, leaving me with a flat surface to attach my cut up munitorum containers. They were two different sizes which meant being a being a bit creative with how I chopped up the containers, but pleasingly they were almost exactly the right size for a five-panel and two-panel wagon. I used up about 2.5 munitorum containers’ worth of panels constructing these wagons, so there’s still half a container in the box for a future endeavours.
The ‘future endeavours’ box
I smushed some putty and textured paint into the bottom of the containers help sell the idea that they’d been used a lot, and served the double purpose of elevating miniatures inside. I wanted it to be usable in both Necromunda and Inquisitor, so needed to be tall enough to provide cover to the tall miniatures, and short enough to be seen over by the short miniatures.
I also counted out the track pieces and grouped them together in sets of 3 (with a few left over for two sets of 2) and glued them to some foamboard in 12″ lengths. This would massively expedite setup and tear down, as well as giving me an opportunity to add some texture and colour to the track ‘base’ to tie them into their setting a bit better.
Buffering
I was left with a few bits of foamboard left over and a desire to avoid the problem I had before of railway tracks ending in the middle of nowhere. It was time to break out the future endeavours box and build some buffer stops!
I wanted to make two so I could have two tracks next to each other terminating in the middle of the board, suggesting a depot or station of some kind. It also took a lot longer to create these from scratch than I thought, as I experimented with all kinds of designs built from plastic and MDF scraps from the box. The only thing I knew I wanted was for it to be solid enough to be used as cover by larger models. I used bits of sprue and cork to build up little piles behind the buffer to help sell the illusion of sturdiness.
I’d been experimenting with magnets in other projects, and couldn’t help but add some magnets to this project too. The little MDF hook-and-loop connectors on the original undercarriages were so flimsy they snapped off after two uses, so I wanted something a bit more sturdy. A pair of plastic pipes at each end, topped with a neodymium magnet, positive on the left and negative on the right. Although the wheels didn’t roll down the track it meant the carts snapped together neatly in any orientation, and I could drag them around the table if I wanted them free of the rails.
Finally, I bevelled the edge of the foamboard with a craft knife and painted on my sand and PVA. I foolishly didn’t weight the track sections down, convinced the rail sections would keep the foamboard from bowing while drying. To combat this, I applied a load of PVA glue to the underside and weighted them down so they bowed back towards their original position. Not perfect, but not noticeable any more!
Gonna paint your wagon
Painting these guys was a blast! Quite literally – nearly all of it was done with rattlecans. Undercoated black then brown, with the wagons masked off to be blasted with another few choice colours. The longer one was sprayed Ultramarines Blue, the smaller wagon was sprayed grey, then with a white zenithal, always taking care not to spray the undercarriage.
The mantra is finished, not perfect. All the metal areas got a rough drybrush with Leadbelcher and we called it a day on that. I masked off another area on the blue wagon and sponged on some yellow paint for a pop of colour.
Everything got attacked with Agrax Earthshade – dotting the rivets and lining the panels, and splashing it about the deeper recesses and interior. Athonian Camoshade was sponged on in key areas to add an extra layer of grime.
Typhus Corrosion was stippled on with a large gammy brush, paying closer attention to corners and edges that would be likely to get knocked about during regular freight use
When that had dried, Leadbelcher came out again on a knackered old brush to roughly touch up some heavy-traffic edges where exposed metal would be showing through.
The buffer stops had little lights on the top, which I toyed with the idea of doing some OSL effect for, and quickly slapped that thought out my head. A big blob of bright yellow paint did the job.
The dirt/sand on the foamboard and interior of the wagons also got a healthy dollop of Agrax in the deepest recesses, lightly drybrushed with Ushabti Bone to highlight.
And they were done!
Final destination
I’m overjoyed with how they came out. A simple idea cleanly executed, they add some interesting points of interest to any tabletop you put them on. The carts are practical and encourage creative gameplay, and they look at home in any kind of environment. They’ve already seen use in some games of Inquisitor, most notably an unpainted version in Dust-up at Distro-19 and an unreleased episode where someone pushes a doomsday payload across the board.
When I was painting them, I felt like I was being sloppy and cutting corners. Looking back on them now, I can’t see any of those corners cut – just a cool set of terrain that I can’t wait to get back on the tabletop.
Back in the heady days of 2022 I was approached to do a guest post for Anvil Industry off the back of some Chaos hoodlums I had been showcasing on social media. I was generously offered some store credit to make basically anything I wanted in exchange for writing up a guest post for them (an offer I would take up again in a heatbeat if you’re reading this xoxo).
“Quaddis is a strange world, long the plaything of the vice, vainglory, and eccentricity of the powerful and great of the Calixis Sector and far beyond. It is a place of strange tales and stories, and one of the oldest is that of the Widower – monster, changeling, creeper in the darkness.
The Widower of old was said to be the Haarlock’s warder and spy and – when needed – their peerless assassin – a thing that no weapon could kill and against which no lock could bar entry.”
Last year I ran a Necromunda Outlanders campaign for my friendly local game store Asgard Wargames, my first proper ‘public’ game with players outside my immediate friend circle and a campaign format we had very little experience of.
Most appealing to my deadline-averse hobby nature was that every scenario required specific objective markers or scatter terrain. The perfect excuse to plunder the bits box!
The plan of the mad Magos is revealed. The finest fighters of Helicon have been replaced with gene-hanced replicas of themselves. Perfect Skitarii infiltrators with subdermal implants, lightning reactions, and the memories of all those who have died and been reclaimed by the moon. They can’t be reasoned with, they don’t feel pity, or remorse, or fear. And they absolutely will not stop, ever… until you are dead.
All scenarios contain a Murder Cyborg hidden among the fighters.
Additionally, the strange devices previously ransacked by gangs turned out to be atmospheric stabilisers. The Badzone effects from the previous week are still in effect. You may permanently eliminate these effects from your settlement by removing a Xenoculum, Archeotech Device or Malefic Artifact from your gang list.
Storm clouds gather overhead. Settlements are plagued by swarms of cyber-flies and sentient oozes, while crushing winds and unpredictable night cycles disguise the moon rebuilding itself into new and terrifying configurations.
All settlements are affected by a permanent Badzone Event. The particular event is determined by checking the scenario’s defender and their settlement starting location. The event affects both defender and attacker.
In addition to the weekly event it also signals the beginning of the Expansion Phase of the campaign, where gangs can actively attack each other’s settlements.
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