Necromunda


Necromunda is a skirmish tabletop war game originally produced by Games Workshop in 1995. It has been relaunched as Necromunda: Underhive in 2017.
In Necromunda, players control rival gangs battling each other in the Underhive, a place of anarchy and violence in the depths below the hive city. As in its parent game Warhammer 40,000, Necromunda uses 28 mm miniatures and terrain.
Necromunda allows players to develop their gangs between battles, gaining experience, gaining and losing new members or equipment, according to a set of rules. Gangs that frequently win games acquire more credits and fewer injuries and so are able to grow throughout a campaign.
Necromunda also stands out by having a more three-dimensional table layout, with buildings generally having multiple floors, interconnecting walkways, and bridges. The terrain is constructed to simulate a hive city on the planet Necromunda, a dystopian futuristic city resembling a termite mound many miles high.

Game setting

In the game of Necromunda, the eponymous setting is a world covered in polluted ash wastes, the result of thousands of years of heavy industry with no kinds of environmental safeguards whatsoever. Scattered amidst these seas of effluent and unstable continents of compacted dross and ash are between six and nine "hive cities". These are massive man-made structures, reminiscent of termite mounds on a staggering scale. So large that they break through the upper atmosphere and can serve as tethering points for starships, the hive cities are described as housing over a trillion people each.
This purpose of a "hive world" like Necromunda, is to be a manufacturing centre to provide equipment for the boundless legions of the Imperial Guard and Space Marines, as well as lay down new hulls for the Imperial Navy. The hive cities produce billions of tons of manufactured goods daily. In return for these services, the hives are described as being supplied with billions of tons of food and raw ore every day, serviced by bevies of ships that make commutes between the hive world and neighbouring planets that are mining or agricultural worlds. The Necromunda world is ruled by a single lord with little interaction from the rest of the Empire so the usual WH40K armies would not be present.

Houses of Hive Primus

In the game the population of the hive city is divided into several 'houses' of genetically distinct people, who apparently do not mix or interbreed, they serve as the various factions for the players to control to play the game. The houses are described as such:

Orlock

House Orlock is known as the House of Iron because its foundations lie upon deep ferrous slag pits. This massive resource has led to the largest profession in the house being miners. While not only iron miners, this is their largest export. They have an exclusive contract with House Ulanti for the export of raw materials that they took from House Delaque through questionable means.
The structure of the House is significantly different due to its size. No single rule, but rather groups of families ally to form power structures within Orlock. A figurehead is maintained to make relations with other houses easier, which as a practical matter enables House Orlock to remain strong strategically despite its fractious nature. Not only because of its size, but because it is centrally located, Orlock borders all other houses. Along with marriages, most notably the current Lady Ko'Iron, House Orlock is ideally situated for trade with all other houses. Even Escher has respect for Orlock due to how much power women wield in the house. The notable exception to these good relations is House Delaque who are bitter over the loss of the Ulanti Contract, but they only share a mile-long border. This rivalry makes the employ of Seek and Destroy to Nemo particularly odd.
Due to their familial structure, gangs are usually an extension of that. Gangs members tend to be older and are more likely to be female than most other houses because they are frequently families themselves. This makes gangs better organised and more willing to work with other Orlock gangs than other houses. The downside to this familial bond is when there are Orlock rivalries they are much more bloody than in other houses. As is probably true of most gangs, they are not averse to slaving if the money is right Cardinal Crimson and their garb tends to be classic biker look. Official models and artwork.
From a player perspective, Orlock is considered the "default" house with no notable strengths or weaknesses, with their gangers getting access to Combat, Ferocity, and Shooting skills.

Cawdor

House Cawdor is the stronghold of the Cult of Redemption. For this reason, all of the gangers wear masks in public to hide their faces from the 'infidels' of the other houses, and are known to utilise scavenged equipment due to their background as bone pickers and scavengers. They are known to hunt mutants and heretics to the point of fanaticism which brings them into conflict with gangs who would utilise them.
From a player perspective House Cawdor is a fast-moving close combat house with the gangsters having access to Combat, Ferocity, and Agility skills.

Delaque

Other hivers are justifiably suspicious of House Delaque, who specialise in spying and assassination. The gangers often wear large trench coats, with large internal pockets for concealing weapons and other large items. Most are bald and extremely pale. Many wear visors, goggles, or have light filters implanted into their eyes, sensitivity to light being a common Delaque weakness. Delaque territory is even more dimly lit than the rest of the hive, fitting for a people who shrouded in mystery.
From a player perspective, House Delaque are the ranged specialists, with their gangers having access to Shooting, Agility, and Stealth skills.

Escher

Strikingly different from the other houses, the Escher population is almost entirely made up of women. The few men that are there are shrivelled and imbecilic and play no part in the normal affairs of the Escher. Men are held in contempt and pitied by the Escher, especially those of House Goliath who are seen as simple, brutish and unsophisticated.
From a player perspective, House Escher is a fast-moving and hard-to-hit close combat gang with their gangers having access to Combat, Agility, and Stealth skills.

Goliath

The domain of House Goliath is situated unfavourably within the hive city and occupies some of the deepest and harshest areas. By way of compensation, the Goliaths are tough and persistent by inclination. They consider the hivers of other Houses to be soft and slack. In truth all hivers are naturally robust, being inured to the toxins and deprivations which they accept unquestioningly as part of normal life. The Goliaths, however, take a stubborn pride in their ability to endure hardship.
The other Houses see the Goliaths as barbaric, and unpredictable. Goliath institutions such as the fighting pits and the Feast of the Fallen do nothing to dispel the impression of a violent people inimical to their neighbours. Size and strength are seen as the measure of a man. Their style of dress emphasises a preoccupation with physique, featuring weighty chains and spiked metal bracers.
From a player perspective, House Goliath is a slow-moving close combat gang, being the only house to have gangers with access to Strength skills, and also having Combat and Ferocity skills.

Van Saar

House Van Saar is renowned for the quality of its technical products. Its technology is no more advanced than that of anyone else, technological progress being almost non-existent throughout the Imperium of Man, but the manufacturing processes are precise and its finished materials are of the highest quality. The Noble Houses pay a premium for Van Saar goods, and as a result, the House is probably the wealthiest in Hive City. The Van Saar are marked out by their tight-fitting bodysuits which help to sustain them in the harsh hive environment. Semi-permeable membranes in the suit reduce the loss of body moisture whilst various spots on the material change color to warn the wearer of airborne toxins and reduce oxygen levels. Older Van Saar are often seen sporting a neatly trimmed beard.
From a player perspective, House Van Saar is the only house whose gangers have access to tech skills - and they back this up with shooting and combat skills.

Other groups

Enforcers

The Enforcers are the chief source of law enforcement in the underhive of Necromunda. Modelled closely after the Adeptus Arbites, the Enforcers apply the laws set down by the High Lords of Terra with an iron fist. Equipped with heavy armour and sophisticated weapons and equipment, Enforcer patrol teams quell riots, suppress inter-gang warfare as much as possible, and monitor mercantile trade to ensure compliance with imperial law.
The Enforcers, while maintaining an organisational structure similar to that of the Adeptus Arbites, are a separate force. The Adeptus Arbites enforce Imperial law on a galactic scale, whereas the Enforcers maintain order within the confines of Hive Primus.
From a player perspective, you always have ten enforcers, but only use five in most battles. They are all well equipped and reliable but almost invariably outnumbered.

The Cult of the Emperor's Redemption

A nod to Laserburn—the 15 mm tabletop game Warhammer 40,000 evolved from—the Redemptionists have an extreme hatred of mutants and deviants from the Imperial creed. The most dedicated among them take up arms and hunt these mutants and deviants. They often wear red robes decorated with flame motifs and favour incendiary weaponry. House Cawdor lends much support to the cult of Redemption and has gone so far as to adopt it as their official religion. Their favoured weapon is the flamer, as the Redemptionist war cry is "Cleanse with blood and with flame!"
From a player perspective, the Redemptionists are chiefly known for two things; the one-shot flamers they can buy cheaply and put in two-handed weapons and the ability for the Priest leading many such gangs to convert captured enemies.