Hello, one and all, to the LO Necromunda forum. It’s a friendly place where you can ask about and discuss anything regarding the dark, dirty and completely lawless depths of the Underhive. This thread has been created to answer some of the more common questions we get about Necromunda. Please have a read through before posting; you may find the answer you are looking for! If not, then feel free to post a topic on the forum, we have some friendly and knowledgeable members who will help you in any way they can.
”What is Necromunda?”
Necromunda is a game of desperate gang battles that take place in the dark, dirty and totally uninviting hellhole that is the Underhive. The game depicts furious engagements between gangs of hardened criminals amongst the rusting and forgotten ruins and walkways that exist beneath Hive Primus. It takes a brave person to merely set foot in the Underhive, let alone fight the crazed mutants and horrendous monsters that live in such a wretched place.
The game itself is set in the 40K universe, more specifically in the lower levels of the Hive city “Hive Primus” – the capital city of the world of Necromunda. Based on the 2nd edition 40K rules, Necromunda is far more in-depth and complex than 40K and revolves around a campaign system rather than one-off battles. The smaller scale battles make the complex rules workable; allowing for cool eventualities like gangers falling from high ledges or an unreliable gun blowing up in its user’s hands!
You start each campaign with a small band of fighters; each new and fairly inexperienced. As you fight battles your gang members capture territories, earn money, learn new skills, take various injuries and buy new equipment. This system allows you to watch your immature, snot-nosed juves evolve into vast and devastating masters of combat! Awesome!
”What’s so good about Necromunda then?”
Lots and lots!Perhaps one of the best things about Necromunda is its massive variety. As you play with your gang, each member learns skills, acquires equipment and takes injuries that give them all a unique personality. You name each of your fighters and can give them nicknames as his/her personality develops. Strange happenings in games (allowed for by the more complex rules) can add to your ganger’s personalities. For example if your juve “Billy” loses his nerve in several consecutive games you may think of changing his name to Billy-the-Wimp!
Modelling opportunities in Necromunda are almost limitless. The Underhive is a big place and contains all sorts of people and creatures; meaning you can make almost anything you want. The unique terrain of the Underhive allows you to make all kinds of weird and wonderful structures; all taller and more closely packed than in 40K, with a variety of gantries and walkways between them. Personalising your models is also great fun. As you only have a few models, you can really go to town on giving them the best conversions and paint jobs. Not only this, but as they gain experience, injuries and a personality you can alter the models to best suit their new image!
If none of the above interest you then think of the Fluff. Who wouldn’t want to be fighting murderous opponents in the myriad corridors and ruins of an ancient hive city? Finding unimaginable treasures and drinking with the lowest of the low? The imagery of Necromunda is amazing, disturbing and immensely varied; to me that’s more than enough reason
”OK, I’m tempted. Where can I get the Rules?”
All the rules and supplementary articles are available FREE from the Specialist games website. These are occasionally added to by the SG team, so keep checking back for updates! If you want you can also buy the Necromunda book from any GW store (or online store – see below).
”What about the Fluff?”
All the fluff you need can be found in the free online Necromunda rulebook. The Black Library also has several Necromunda novels and comic books that are well worth reading. Have a look at this link to see the Black Library Necromunda page.
”Who does all the fighting in the Underhive?”
There are numerous factions at work in Necromunda; each striving to achieve their own goals. On the tabletop each faction is represented by a gang, which is composed of members of that faction. Each type of gang has its own strengths, weaknesses and individual style of play.
House Gangs
The six industrial houses of Necromunda each have gangs looking after their interests in the Underhive; referred to as the ‘house gangs’. These make up the six core gang types in Necromunda, with the majority of players using house gangs. The house gangs were the original gang types included in the main rules, and are an excellent choice for beginners.
1. House Cawdor is a strict follower of the Imperial Creed, viewing the other houses as sinners who should be purged with fire. Cawdor gangs rely on ferocity in close combat to bring retribution down upon the unworthy.
2. The sneaky, espionage-loving members of House Delaque delight in covert work and can never be trusted. In game, a Delaque gang’s main strengths are their stealth and shooting abilities
3. The all female house of Escher has a matriarchal and man-hating society. Their fighters like to quickly close with opposing gangs and engage them in vicious melee combat.
4. The Goliath, as their namesake suggests, are huge and heavily muscled brutes who consider strength to be the ultimate measure of a man. On the tabletop they use their legendary strength and ferocity in close combat to prevail.
5. House Orlock gangers are practical, no nonsense fighters who have an especially strong hatred for House Delaque. In game they use their flexibility to overcome opponents.
6. The members house Van Saar are the masters of Technology in Hive Primus; obsessed with efficiency and order. On the tabletop they rely on their mastery of technology and their shooting abilities to win the day.
Non-House Gangs
Gangs with no affiliation to a particular house also exist on Necromunda. They have different origins to the house gangs, and include escaped slaves, horrible mutants or rich nobles from the Spire. These gangs were not part of the original rules, but have been added to the rules since. They are harder to use and less flexible than the house gangs, but provide interesting and unique gaming experiences.
1. Ash Wastes Nomads live in the vast Ash Wastes that form the surface of Necromunda; they frequently attack convoys and occasionally move into the Hive itself. They make good use of stealth, shooting and close combat skills, alongside the rare Long Rifle to overcome their foes.
2. Enforcers are the Necromundan equivalent of Policemen, but should not be confused with Arbites. On the tabletop they use small precinct squads and rely on good training and superior equipment to bring justice to the Underhive.
3. Implanted with lethal bionic weaponry, Pit Slaves that escape from slavery group together and try to carve out a meagre existence in the darkness. In combat they use their implants to great effect when fighting at close quarters.
4. Ratskins, reminiscent of American Indians, live in tribes in the Underhive and worship the “Hive Spirits.” Whilst they are not technologically advanced, they come in great numbers using their innate knowledge of the terrain to trick, confuse, and in some instances kill opposing gangs.
5. The Redemptionists are the fire and brimstone crusaders of the Underhive. They use flame to purge those they consider unworthy (just about everyone) and hunt mutants and sinners without mercy. Close combat and flamethrowers are the Redemptionists favoured methods of delivering justice.
6. Scavvies are the plague ridden, filth encrusted and horribly mutated inhabitants of the lowest reaches of the Underhive. They use vast numbers, plague zombies and massive Scalies to catch their next meal – enemy gangers!
7. The word “Spyrer” fills the heart of every Underhiver with dread. Spyrers are young nobles who come down from the Spire to hunt and kill in order to prove themselves to their betters. The Spyrers have a mission-based campaign system, and use their deadly high-tech battle suits to kill their prey.
”But which gang is for me?”
Choose a gang that most appeals to you; be it for their fluff, combat style, or the look of their models. Have a look through the rulebook, the fluff and at the models and see if anything grabs your attention. The house gangs are better for beginners, thanks to their ease of use, but if you prefer a non-house gang then go for it! If you cannot decide then post on the forum for more comprehensive advice.
”Where can I get the models?”
All the Necromunda models can be bought from the GW online store, in the “Specialist Games” section. Click on the name of your local GW online store to see the Necromunda range available in your area! Unfortunately the Australian store does not stock Necromunda models at this time – sorry guys!
UK and Northern Europe - http://uk.games-workshop.com/storefr...orignav=300808
US - http://store.us.games-workshop.com/s...GameNav=300808
Canada - http://ca.games-workshop.com/storefr...orignav=300808
Germany - http://de.games-workshop.com/storefr...orignav=300808
Spain - http://www.games-workshop.es/storefr...orignav=300808
France - http://fr.games-workshop.com/storefr...orignav=300808
Italy - http://it.games-workshop.com/storefr...orignav=300808
So that is it. I hope this has been helpful and answered your questions. If not, or if you need some clarification, then feel free to post in the forum or PM me. If anyone has something they think should be added to this post, please PM me with your suggestion and I’ll update it.
Cheers,
Rich.

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Perhaps one of the best things about Necromunda is its massive variety. As you play with your gang, each member learns skills, acquires equipment and takes injuries that give them all a unique personality. You name each of your fighters and can give them nicknames as his/her personality develops. Strange happenings in games (allowed for by the more complex rules) can add to your ganger’s personalities. For example if your juve “Billy” loses his nerve in several consecutive games you may think of changing his name to Billy-the-Wimp!

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