Game setting[ edit ] 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 the source material is inconsistent 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 star ships, 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 center 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.
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The worlds of the Araneus Continuity were a series of planets close to the Sol System which had maintained links to one another due to the existence of a series of ancient Warp Gates of unknown origins.
Ruled by a caste of Technobility from the world of Araneus Prime at the heart of the network of Warp Gates, the Continuity was a kingdom of iron and hungering industry. Contact between the Imperium and this pocket of humanity occurred by accident. Before they could jump back into the Warp, the squadron was surrounded, boarded, and overwhelmed by cybernetically grafted warriors. The Technobility flatly refused to bow to the Emperor, but instead invited Him to join their empire as a tributary.
Called upon many times as fleet commander and siege master, he planned meticulously and executed his plans with brutal swiftness. Marshalling his fleet at Tallarn , thousands of warships carrying over 20, Imperial Fists, alongside millions of troops of the Imperial Army and the Mechanicum , launched their assault upon the unsuspecting systems of the Araneus. Within two solar months the Continuity was reduced to the single core world of Araneus Prime.
Their empire cut from around them, the Technobility in their iron towers looked to the night sky and saw the darkness stolen by the light of the Imperial fleet. They surrendered then, and the sun rose the next day on the seat of yet another stellar empire brought to Imperial Compliance. But even as the Imperium moved in to claim their prize, the worlds of the Araneus Continuity were beset by an unknown menace.
A few accounts speak of a darkness deeper than the void, of living lightning and flame-wreathed chrome. Six systems burned, their stars igniting to terrible life before crumbling to cold embers.
Commander Yonnad made the terrible decision to defend only some of the worlds, otherwise they would lose all. As the unknown enemy appeared in system after system, they met the Imperial Fists. As more of the enemy came the Imperial Fists detonated warheads they had attached to each Warp Gate.
Without their gates, the unknown enemies simply vanished. Their advance had been halted on Araneus Prime when its gate exploded. All but one of the star systems of the Continuity died, and at the cost of thousands of Imperial Fists and billions of humans Araneus Prime survived, but barely. Its surface had been ravaged by unnatural fire, its world-city cracked and rendered to dust and ash, from which the shattered roots of its great towers rose like broken teeth.
Looking upon the charred remains taken from the pyre, the Imperium gave the world a new name, one that echoes with a world brought to the threshold of death but one that still lived -- Necromunda they called it. Society The ensuing millennia have not changed its basic purpose very much; Necromunda is still a world of mines, factories, refineries and processing plants. From the tops of the highest mountains to the depths of the oceans, the wealth of Necromunda has been extracted.
Mountains have been reduced to rubble for the ore they contain; oceans have been turned into little more than chemical sludge ponds by the constant industrial pollution. The once-fertile plains of the world have disappeared under huge urban developments of imposing housing and factory arcologies, forming new ranges of man-made urban mountains every bit as tall as the long-since flattened natural topographical features.
These huge towering urban arcology complexes are known as hive cities , or simply "hives," and their individual peaks or towers are called city spires or "spires. Over this desert lies a cloud layer of airborne pollution, so that the great spires of the city hives rise from a drifting mist of tainted vapour like islands appearing out of an ashen sea. The hives and hive clusters are connected through the ash wastes by so-called ash trains, long trains of transport cars outfitted with reinforced balloon wheels that can travel between the wastes on a system of tracks, delivering passengers and goods.
These trains are often attacked by the nomadic tribes of mutants called Ash Raiders who have somehow adapted to life in the poisonous ash wastes. Despite being reduced to such a hellish environmental state, Necromunda is still a valuable world to the Imperium.
Necromunda lives on the accumulated wastes of its past: its people have learned to scavenge, reclaim and recycle everything in order to squeeze a living from their exhausted world.
As a consequence, it is wholly reliant on synthetic and imported food. Each hive has its own recycling plants which convert previously used organic matter and waste into synthetic food.
There are probably more people now on Necromunda than ever lived in the entire history of Terra up until the end of the twentieth century in the 2nd Millennium. The society of Necromunda is reasonably typical of larger Imperial Hive Worlds. No attempt is made to enforce central administration upon the entire population, indeed such a thing would prove impossible on a world where most people remain unrecorded by any authority.
Instead, a kind of feudal system has evolved by which individual people owe loyalty to others, who in their turn owe loyalty to other increasingly more powerful members of the hierarchy.
Among the more stable elements of the population these loyalties are owed on a family basis, and closely related families all support each other under the hegemony of the most powerful member of their family group.
This form of urban feudalism tends to be self-regulating. Weaker clans naturally seek the protection of more powerful neighbours whose powerbase then expands until it reaches the limit whereby its numbers and resources are simply too few to allow it to expand further.
Where rival clans meet it is inevitable that their power will be tested in combat; the ability of a clan to exert its power being the only true measure of its influence. The endless feuds between the warrior gangs are never-ending and a fundamental part of the political workings of Necromunda. His ancestors are known to have reigned for the past seven thousand Terran years at least, records of government before that time having long since disappeared.
Even the archives of the Adeptus Administratum , the bureaucracy of the Imperium, are remarkably silent on the history of Necromunda during the early days of the Imperium.
Lord Helmawr occupies the very top of the Necromundan feudal hierarchy. The society he rules over is divided into many factions which continually compete and co-operate with each other, giving rise to endless changes in the feudal hierarchy. Lord Helmawr is completely unconcerned with the activities of lesser powerbrokers. He deals directly with the most powerful factions. If a major player in the power game proves weak or treacherous it is a simple matter for Helmawr to withdraw his support.
The Adeptus Terra leaves Lord Helmawr to govern his domain as he pleases, as it leaves all Imperial Commanders free to administrate their worlds. The Imperial Commander forms a link in the feudal chain which extends throughout the galaxy to the heart of the Adeptus Terra. So long as Helmawr fulfills his feudal obligations to the Imperium his position remains secure.
As the entire production capacity of the world is given over to providing manufactured goods for the Imperium the tithe is taken as a straight discount on the revenue earned. So long as Necromunda continues to meet these responsibilities, and so long as its production capacity is sufficiently high, the Imperium remains quite satisfied. Hive Worlds like Necromunda provide the Imperium with another useful resource -- namely its people. Necromunda produces generations of tough youths with a strong sense of self-reliance.
They are highly valued as recruits for the Astra Militarum and even for some of the Space Marine Chapters. Recruitment brings officials from the Imperium to Necromunda to inspect and in some cases conduct recruiting drives amongst the fighting gangs. Helmawr himself is obliged to provide troops from his personal guard, usually a whole regiment at a time.
Because the planet supplies so many troops for the Imperial Guard the name of Necromunda is known throughout the galaxy, even by peoples who know nothing about the planet itself. Over the centuries Necromundan Regiments have fought with distinction in the Imperial Guard and have earned a fearsome reputation on many battlefronts.
Another important obligation is that Lord Helmawr successfully controls the number of dangerous mutants. These psykers , or witches , are a mutation which is becoming increasingly common on all worlds in the Imperium. On most worlds they can be dealt with fairly easily, but on a Hive World like Necromunda with its vast population the matter is much more difficult.
Psykers are very dangerous indeed -- probably more so than even they realise. Although some are able to control their powers and use them for the benefit of society, the majority are unable to control their powers properly with disastrous results.
Some become host to daemonic powers from the Immaterium , while others attract psychically sensitive aliens or psychic diseases which can then leap into the minds of ordinary people. If psykers were to go unchecked throughout the Imperium, human society would soon collapse. Indeed, this is one of the reasons why the Emperor clings so tenaciously to life, as only He understands the dangers of possession and psychic destruction.
It is a planet devoid of any remnant of its original natural beauty, its surface reduced to a wasteland of windblown ash and accumulated industrial waste. Throughout this wasteland lie the hive cities which give such planets their distinctive character and their collective name of hive worlds. The hives are grouped into clusters comprising up to a dozen or so individual hives all linked by a network of overground travel tubes and subterranean passages.
These clusters are scattered over the cloud-strewn surface on the planet. From the top of any hive it is possible to see the tips of distant hive clusters projecting from the seas of poison mists like far-flung islands. Hive clusters are connected together by roads across the wastes and transportation tubes supported on pylons and suspended from cables.
With its forest of towering hive interconnected in a network of tubes, the landscape resembles a petrified forest entangled in the web of some enormous spider. The hives are the result of thousands of Terran years of constant demolition and rebuilding.
Dark, forbidding ruins, often crushed by the weight of the hives above them, these old cities preserve the layered history of Necromunda. It is a popular tale that the lowest layers of some hives are built from the original transport barges which brought humanity to Necromunda all those millennia ago. Each hive takes the form of many huge spires which rise from the base of the city.
From a distance, a hive resembles a mass of stalagmites rising from the cloud strewn wastes. Each hive covers an approximately circular area some fifty to a hundred miles in diameter. The tops of the spires can rise to a dozen or more Terran miles above the ground surface, piercing the festering clouds that surround the lower levels of the hive.
The spires usually merge into each other at their bases, and smaller spires will sometimes grow out and upwards from just above the base, branching like a cactus and forming multiple spires. The spires are only the top part of the hive, comprising the upper hab zones with factory layers on or above the current ground surface. The older and partially ruined factory and hab layers still exist, although they are buried beneath the ash wastes.
Though they are hidden, factories and habs are rarely abandoned until they are utterly derelict or polluted beyond use even by Necromundan standards.
Notable Hives of Necromunda The hive cities of Necromunda retain the ancient names of the cities and settlements from which they grew. Each spire within a hive is also known by a local name. There are several thousand hives on the planet, some massive and populated by billions while others are desolate and inhabited only by the dead. There are approximately a thousand hive clusters on Necromunda; each cluster a group of up to a dozen or so individual hive cities, all linked by a network of overground travel tubes and subterranean passages.
A few of the most important and some typical examples of the various kinds and other notable locations are described below: Administratum illustration of The Palatine cross-section of a hive The Palatine Hive - Hive Primus - The largest and oldest surviving hive on Necromunda is the dynastic home of Lord Helmawr, Imperial Commander of Necromunda, known across the planet as "The Palatine.
The central and tallest spire of the Palatine hive forms the palace of Lord Helmawr. The Palatine boasts some of the most grandiose and magnificent architecture on Necromunda, and also has the only shipyard and landing field large enough to take orbital carriers.
The fortress-monastery of the Adeptus Astartes contingent and the headquarters of the Adeptus Arbites on Necromunda are also located in the Palatine Hive. The hive, the largest on Necromunda, is enormous in size, reaching from the surface to some 10 Terran miles into the air, and from surface level to roughly 2.
On the edge of the hive is a special spire set aside for the aliens and Abhumans who come to Necromunda from time to time in order to trade. Both Squats and Aeldari are among these visitors and they are housed on separate levels of this spire.
The Palatine is thus by far the most cosmopolitan of all the hives of Necromunda.
Due to staring at these minis for a few years I can say that I have lost interest in finishing them off at the moment. Some of my favourite things. Confrontation The box cover commissioned for Confrontation. I think I need to step away from the laptop for a bit and actually leave the house. She has a filthy mouth on her when she gets sniped by n00bs camping. Schultz and Confrojtation Alessia like this.
The adventures of a wargames amateur trying to get stuff painted and the real life that gets in his way Friday, 16 December Confrontation or Confrontation? Some of my illustrious brethren were discussing the impact that the original appearance of Confrontation in White Dwarf all those many moons ago. We were also discussing the game in general. Now, it is important as this point to note that there were a varied amount of opinions and they can be broken down into the following basic groups. Confrontation should be completed and published in a form as near to a finished item as possible. It painted a picture of life in the hive cities of the Imperium and focused on the ultra-violent gang warfare that went on between the inhabitants. The writing and the images were the first in depth look at life beyond the front lines of war.
The Issue which introduced the Confrontation Rules. Although WH40K was still in its skirmish-based fist edition, various new rules were pulling the game in the direction confronttion mass combat. Although the following four figures are commonly described as Hunters, the blister packs in which they were briefly available described them as Underhive Gangers. OMG Disney Princess gang would be so cool!