🏜️ The Badlands

“Out here, there’s no law. Just the road and the clan.”

Zone Type: Outskirts
Threat Rating: Outskirts — The only laws are the ones you make for yourself


📝 Overview

Beyond Night City’s suburbs lies the Badlands: a vast expanse of dry California scrub, abandoned towns, and dry lake beds. Few city dwellers venture out here willingly—except the Nomads who cross these wastes in huge, well-protected caravans.

This is lawless territory. Road gangers prey on the unprepared. Raffen Shiv attack anything that moves. But for the Nomad families, the Badlands are home—a harsh home, but theirs.

AspectDetails
Zone TypeOutskirts
Threat RatingOutskirts
ControllerNomad Families (primarily Aldecaldos)
CharacterDesert, dust, freedom
AccessOpen—if you can survive it

📜 History

The Collapse Era

Before the Badlands were the Badlands, this was fertile California countryside. Small towns dotted the region—farming communities, service towns along Highway 1, vacation spots near the coast.

The Collapse changed everything:

  • Climate shifts turned much of the land dry
  • Corporate wars destroyed infrastructure
  • Populations fled to cities or died
  • Towns became ghost towns

The Open Road (2020s)

In the 2020s, the Open Road was pure chaos:

  • Roving gogangs (road-warrior gangers) attacked anything that moved
  • Only well-defended Nomad caravans could travel safely
  • The highways were more Mad Max than Route 66

The Reclamation (Time of the Red)

As the Nomad Families take greater control of commerce and shipping, they’re using surplus military hardware to drive out the gogangs. The roads are still dangerous, but less chaotic.

“The roads are still open, wide, and dusty, with dead and burned-out vehicles littering some areas, but more and more the Open Road is looking a bit more like Route 66 than Mad Max.” — CRB, p. 298


🌄 Geography

FeatureDescription
TerrainDry scrubland, desert, rocky hills
ClimateHot days, cold nights, occasional dust storms, rare acid rain
InfrastructureCrumbling pre-War roads, abandoned gas stations
SettlementsNomad camps, ghost towns, hidden outposts
RadiationGenerally safe, but pockets of contamination exist

The Red Peaks

A rocky, hilly area on the outskirts of the Badlands:

  • Known for the Sunset Motel—the last stop for nomads and outlaws before city streets
  • Covered in grime from countless dust storms
  • Strategic point where Nomads and Night City intersect

Dry Lake Beds

Flat, open spaces used by Nomad caravans as gathering points, markets, and meeting grounds. Also used for illegal races and exchanges.

Ghost Towns

The Badlands are dotted with abandoned communities:

  • Atascadero, Avila Beach, Cambria, Los Osos — Being reclaimed by Nomads and Reclaimers
  • Paso Robles, Pismo Beach, San Luis Obispo, San Simeon — Part of the Reclaimed Perimeter
  • Some make good scavenging sites, temporary shelter, or ambush points

The Reclaimed Perimeter

Night City was surrounded by smaller towns and suburbs. Most were abandoned during 2000-2020 as they were too far out to protect from roving gogangs. Now, supported by Nomad Families and private security, Reclaimers are attempting to make new homes for the dispossessed.


🏕️ Who’s Out Here

Nomad Families

The Badlands belong to the Nomads. The major families operating near Night City:

FamilySpecialtyNotes
AldecaldosTrade & TransportPrimary family around NC, camp at city edge
JodesEntertainment & MediaRun cargo from South America
ThelasPacific TradeHandle cargo from across the Pacific
MetaOccasional Pacific tradeSmaller presence
Snake NationIndependent NomadsUnaffiliated operators

Nomad Economics

Short answer: if you need something shipped into Night City, a Fixer calls a Nomad. Aldecaldos handle north, east, and Mexico. Jodes handle South America. Thelas handle the Pacific. Snake Nation is everyone else.

Raffen Shiv

These are the worst of the road—Nomads gone bad, or gangers who fled to the wastes:

  • Attack convoys for supplies
  • Take prisoners for labor or ransom
  • Have no honor, no family, nothing to lose
  • The Wraiths are a notorious pack: former nomads exiled from their packs, aggressive, ruthless, usually attack on sight

Road Gangers (Gogangers)

Boostergangs on spiky ground cars and motorcycles:

  • Raid travelers for fun and profit
  • Some are aligned with city gangs; others are independent
  • Less organized than Raffen Shiv, but equally dangerous
  • “Some couldn’t handle the pressure, became road gangers, and stood in the way of progress”

Drifters & Outcasts

People who couldn’t make it in the city, or chose not to:

  • Ex-military hiding from their past
  • Criminals on the run
  • Religious communities seeking isolation
  • Survivalists preparing for worse times

🛣️ The Open Road

The highways connecting Night City to other cities run through the Badlands.

Major Routes

RouteDestinationDangerNotes
I-5 NorthSeattle, Pacifica ConfedMediumAldecaldo territory
I-5 SouthLos Angeles, SoCalHighMore hostile
I-40 EastFree States, NUSAVery HighLong, dangerous
I-101Coast, San FranciscoMediumScenic but exposed
State Routes 41, 46, 58, 99Various interiorVariesLocal roads

Travel Protocols

The Street Finds Out

Never travel alone. Join a Nomad convoy if possible. Carry extra fuel and water. Avoid night travel unless you have to. Know where the Aldecaldo camps are—they’re your best hope if things go wrong.

Survival NeedSolution
FuelCHOOH2 stations are rare and expensive; carry reserves
WaterYou carry it or you die
NavigationRoads are poorly marked; getting lost is easy
HeatDay temperatures can be lethal without shade
ColdNight temperatures drop fast; exposure kills

📍 Notable Locations

Aldecaldo Camp

A large, multi-cultural encampment at the edge of the city:

  • The Aldecaldos run an expansive trade and transport network
  • Hire themselves out to guide people across the Badlands
  • Transport goods just about anywhere
  • Relatively friendly to outsiders—if you approach respectfully

Honest Stan’s Self-Storage

An old yard full of ancient cargo containers on the edge of the Badlands, near the Night City border:

  • Where the Badlands and Night City blur together
  • Used for meets, exchanges, and storage
  • Connected to various Fixer operations

The Sunset Motel

In the Red Peaks area—the last stop for nomads and outlaws before city streets:

  • Covered in grime from countless dust storms
  • Noah the bartender knows everyone who passes through
  • A place where deals get made
  • Famous for the Rag Man—an old guy who rambles about snakes and ladders

Steel Vaqueros Camp

A Nomad pack that runs convoys up and down the coast:

  • Located east on I-9, past a garage, up a dirt road
  • Count the old windmills—turn left at the second
  • Rougher than the Aldecaldos, but honorable

Abandoned Biotechnica Facility

Rumored to exist somewhere in the wastes:

  • Some say it has pre-War tech
  • Others say it’s haunted by failed experiments
  • Nobody’s confirmed either way
  • Prime scavenging target—if you can find it

The Afterlife (Outside Extension)

Some Fixers use Badlands locations for exchanges too hot for the city:

  • Neutral ground
  • No witnesses
  • No NCPD response

😄 What You See


🎲 GM Resources

Why Go to the Badlands?

ReasonHook
Transport jobGet something from A to B without city authorities
MeetingNeutral ground for a dangerous exchange
PursuitTarget fled the city; you follow
ScavengingOld military site, crashed AV, abandoned town
Nomad contactNeed to hire a convoy or gather intel
HidingToo hot in the city; lie low in the wastes
The JacketSomeone stole something; trail leads out here

Random Badlands Encounters

d6Encounter
1Dust storm forces you to shelter—but someone else got there first
2Raffen Shiv scouts spotted—attack coming?
3Nomad caravan—friendly, but not free help
4Abandoned military vehicle, half-buried. Trap or treasure?
5Road ganger checkpoint demanding “toll”
6Distress signal from stranded travelers—genuine or bait?

Badlands Survival Challenges

The Badlands aren’t just about combat. GMs should enforce survival stakes:

ChallengeDVFailure Consequence
Navigate to destination13 (Local Expert/Wilderness Survival)Lost 1d6 hours, fuel wasted
Find shelter before storm15 (Wilderness Survival)2d6 damage from exposure
Find CHOOH2 station13 (Streetwise)+50% fuel price or none at all
Spot ambush15 (Perception)Surprised in first round
Signal for Nomad help17 (Persuasion)They arrive late or not at all
  • Nomads — The families who call this home
  • Aldecaldos — Primary Nomad presence near Night City
  • Raffen Shiv — The predators of the road
  • Wraiths — Notorious Raffen Shiv pack
  • Transportation — How to get through the Badlands alive
  • CHOOH2 — The fuel that keeps the caravans moving
  • Districts — Back to Night City

(Source: Cyberpunk RED Core Rulebook, pp. 292-296, 298; Black Chrome; Edgerunners Mission Kit)