Necromunda

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Necromunda is a table top game from Games Workshop from 1995 and is set in the dystopian future of the Warhammer 40,000 universe .

While in Warhammer 40,000 you meet with different armies on different worlds of the galaxy, all combat operations in Necromunda take place on the planet of the same name. These fights are not fought between large combat units, but between gangs , which usually only have a handful of members.

Gameplay

The basic game idea is to depict gang fights in the 41st millennium with the help of metal or plastic miniatures from the Games Workshop company.

The rules of the game are very similar to the Warhammer 40,000 rules of the second edition (the current version is the eighth) .Weapons and the rules for long-range and close combat with the rules of the second Warhammer 40,000 edition are partially similar. However, these have been greatly expanded to make the game more "realistic". However, it is not armies but smaller gangs whose members have different points depending on their equipment and experience. It can happen that gangs meet each other that have a different point value. In this case, the weaker gang usually receives a bonus on the experience points after the fight. The focus was placed on the development of a gang, that is, the individual fighters do not stand on their own, but are integrated into a campaign in which the individual gang members gain experience and thus learn new skills, as well as their physical properties such as strength, resistance or Improve weapon handling skills.

The game is turn-based and each player carries out all possible actions within a round. These are roughly divided into movement, long-range and close combat. To determine whether the respective actions are successful, one or more six-sided dice are used in most cases, which must achieve a certain number of points depending on the action.

background

The world of Necromunda is a so-called macropole world , which means that the surface of the planet is as good as uninhabitable for normal people due to industrial pollution and wars . All the inhabitants of the planet live in so-called macropolises, which extend into the atmosphere like anthills . These structures are usually several thousand years old and "naturally grown". These macropoles can be found everywhere on Necromunda, but the battles in the game Necromunda all take place in the Hive Primus, the main macropolis of the planet, in which the Imperial Governor from the House of Helmawr and his family also live. He and other noble families (also called noble houses) live in the top of the hive, the so-called Spire. This is separated from the underlying sections of the Macropole by the “wall”, a protective wall that only has guarded passages for traders and supply lines in a few places. Although the governor and the other noble families rule the planet, they are also dependent on the Hive City, which lies under the "wall", as the Hive's industrial facilities, power plants and life-support systems are located there. Hive City, in turn, is split between six houses that control these resources in order to survive. The individual houses are independent of each other and usually do not interfere in the affairs of other houses. They rule themselves and make their own laws. However, from time to time there are skirmishes between smaller associations of the houses, gang fights, which are described by the Necromunda game system.

Life in Hive City is very dangerous and harsh, residents never see the daylight and breathe poorly treated air, and mostly live among industrial waste and other toxins that seep through the hive either from above or below.

Under the Hive City is the Underhive, a region where the outlaws and outcasts of Hive City live. A normal hive resident does not dare to go here because he is far too afraid of what could happen to him there.

Once at the bottom is the swamp, an indefinable mass of collapsed structures in which mutants and other horrors are waiting to devour unwary visitors. While you still have a chance to survive in the Underhive with a lot of will to survive, the swamp is simply uninhabitable.

Houses

As already mentioned, the factions in Necromunda houses are named, which are now to be presented here in detail.

Orlock

The House of Orlock is also known as the House of Iron , because its cornerstone is based on deep-lying mines in which they filter enough usable material from iron slag to supply their industries. Centuries of mining activities mean that structures repeatedly collapsed due to the mine workings of the house, which in extreme cases can lead to a hive earthquake.

For several centuries, House Orlock has had a metal supply contract with Noble House Ulanti, in which House Orlock undertakes to supply enough metal for House Ulanti. This contract had previously been fulfilled by House Delaque, but House Orlock succeeded in securing the contract for itself through acts of sabotage on factories belonging to House Delaque. Hence there is enmity between the Houses of Orlock and Delaque.

Goliath

House Goliath territory is located in the middle of Hive City and includes some of the most inhospitable regions. The mainly heavy industries of the house mean that the area around the house is very hot and very dirty, and the air is often filled with toxic smog or fumes. As a natural adaptation to these conditions, the members of the house are very tenacious and tenacious. Although every resident of Hive City has developed a certain resistance to the adverse environmental conditions through daily contact with poisons , the members of House Goliath are particularly proud of their toughness and resilience.

Other houses consider the Goliath house barbaric, primitive and unreliable. However, through institutions such as their battle pits or customs such as the Feast of the Fallen, House Goliath does nothing to dispel the impression that they are violent people who are hostile to their neighbors. To a Goliath, size and strength are the things that make up a person's worth in society. The appearance of a Goliath fighter is very raw, they often wear an Iroquois and heavy chains.

Escher

House Escher differs significantly from all other houses in Hive City. It is true that the Escher house is also run by a ruling family, and political and social life is largely determined by these family ties. In contrast to the other houses, which have a balanced population structure, House Escher consists almost exclusively of women. The few men in the house are short and degenerate, possibly due to a genetic defect in the bloodline , and play no role in the normal life of the house.

Since the House of Escher has lived with this imbalance for a long time, it is no longer a disadvantage for them. The Escher are known for their arrogance and for looking down on the men in the other houses. They abhor House Goliath for its rawness, and fights between the two Houses are not uncommon.

Van Saar

Haus van Saar is known for the quality of its technical products. Although the house makes the same products that are made everywhere else in the empire, their manufacturing processes are very precise and the end products are always of the highest quality. The Spire's posh houses pay very well for the house's products, making the van Saar house probably the wealthiest house in Hive City.

The van Saar have a reputation for being determined and humorless people with a deeply rooted sense of order. Like all other houses, they have a special way of dressing. In the case of the van Saars house, this is a tight-fitting protective suit that was developed to protect the wearer from the environmental conditions of the Hive City. The suit converts sweat and other body fluids into drinking water and warns the wearer of dangerous environmental conditions.

Delaque

House Delaque draws particular advantages from its close relationship with Imperial House Helmawr, in that it not only supplies it with goods but also with information. It is rumored that house spies work across Hive City to oversee the activities of the other houses. There are even rumors that the house has members of other houses and even members of the Noble Houses on its payroll.

Other houses see the Delaque house above all with suspicion. With their appearance, the Delaque do nothing against their centuries-old reputation. They usually wear long coats with many pockets in which an object can quickly disappear or a weapon can appear. They are usually very pale and bald. Their voices are soft and whispered. Many wear sunglasses or implants to protect their eyes from light - sensitivity to light is a common problem in the home. This is because the territory of the house is dark even by Hive City standards.

Cawdor

House of Cawdor is a bulwark of the cult of the Redeptionists, whose prophets preach the Apocalypse. Although the cult is everywhere in Hive City, it has state religion status in House Cawdor. Because of this, the house is also known as the House of Redemption.

The relationship with other houses is largely determined by their beliefs. Among other things, it forbids them to show their faces in public. Therefore, one can easily recognize the members of the house by their masking. The cult of redemption requires strict adherence to beliefs and anyone who does not will be outlawed and persecuted. Hive residents who do not follow the cult are viewed as worthless unbelievers. The relationship between the house and other houses is therefore very tense and it is often assumed that the House of Cawdor supports fanatics of the cult within other houses.

extension

Games Workshop also released an expansion called Outlaws in German and Outlanders in English . It treats gangs who have been expelled from the Hive City and thus have to survive in the Underhive on their own. Furthermore, four new parliamentary groups have been introduced, which are to be presented here.

Scavvies

Scavvies are the scum of the underhive, often so mutated or altered by incest that one can seldom speak of a human being. Scavvies band together in the underhive to survive. Their intelligence and fighting skills are very limited, but in a group they can be dangerous even for an experienced fighter. Sometimes, however, a particularly strong individual unites several tribes, then they attack settlements in the underhive. Most of the time, however, the Scavvies try to operate undetected so as not to attract more attention than necessary to other houses. Settlers and Hive residents often hire gangs or bounty hunters to fight back a Scavvie plague.

The cult of redemption

Although House Cawdor is in fact ruled by the cult of Redemption, the latter sends crusades to the Underhive to free it from infidels and mutants. These crusades are usually recruited from the most fanatical followers of the cult, who do not take into account applicable laws. This often declares these crusaders to be outlaws, but this only encourages followers to believe that they are fighting for the right cause. They prefer a very raw fighting style and often throw themselves into almost hopeless situations with flame and sword, only guided by their fanaticism.

Ratskins

The Ratskins are the "natives" of the Underhive, people who have roamed the Underhive in tribes for centuries and live in harmony with this world. They live in a shamanic tribal culture and avoid contact with other residents of the Underhive. They are generally peaceful and prefer a secluded life. However, when they are harassed by settlers or residents of the Underhives, they take up arms to defend their habitat or places sacred to them.

Predators

The Predators are the sons and daughters of the Noble Houses of the Top and come in groups to the Underhive to prove themselves as a kind of initiation rite. They wear combat suits that suit their respective fighting style. A hunting squad always has a set goal, which is either to kill a certain number of residents of the underhive, or to gain a certain amount of experience, or just to survive in the underhive for a certain amount of time. After they have achieved their set goals, they return to the top and then lead a completely normal life within the posh houses. Some, however, long for the frenzy of the hunt and keep coming back. The Predators can get support from their Matriarch or their Patriarch, experienced Predators who have even more sophisticated combat suits

Other factions

There are a number of factions that are also playable in Necromunda, but do not form their own gang, but are bought by a gang as mercenaries.

Underworld scum

Underworld scum are classic mercenaries who can recruit a gang when they need experienced reinforcements quickly for battle.

Bounty hunter

Bounty hunters also increase the fighting power of a gang, although they are usually better equipped and more experienced than, for example, underworld scum.

Ratskin scouts

Every now and then a Ratskin ends up in civilization and offers his knowledge to the hive regarding the highest bidder. He also supports a gang in battle. However, a Ratskin who has so much contact with the outside world usually no longer has the opportunity to return to his tribe and is called Badskin by his former tribesmen.

Pit slaves

Many slaves work in Necromunda's mines and factories. These are usually no longer 100% human, as they have been modified for their work with the help of bionic implants. For example, an arm may have been replaced by a circular saw or a drill to meet the requirements. Sometimes such a slave manages to escape and in order to survive he offers his skills to fight a gang. However, they must be aware that it is a crime to employ a runaway slave and that there is a chance of being banished as an outlaw.

Psyker

It happens again and again that a person has innate, supernatural, so-called psionic abilities. The Empire is very suspicious of psykers due to their constant contact with the warp room, and psykers are usually pursued or picked up by grab fleets and shipped to Terra to be trained as psykers in Imperial service. Those who want to avoid this fate take refuge in the underhive. Some psykers are lucky and their healing or clairvoyant skills are considered useful by the settlers. These psykers become respected and respected members of a community. Often, however, gangs are very interested in the destructive abilities of a psyker and many accept the possible banishment in order to have an advantage in combat through a psyker carried along.

Republication

In 2017, a new edition of the game appeared under the name Necromunda: Underhive , also in German.

Individual evidence

  1. Necromunda: Underhive on BoardGameGeek , accessed April 8. 2018

Web links