Necromunda: Zone Mortalis...
The underhive of Necromunda is a close and brutal place, where short-range gunflights take place as fighters dart between cover, and brutal melee combat is almost impossible to escape from.
Aktywne filtry
The underhive of Necromunda is a close and brutal place, where short-range gunflights take place as fighters dart between cover, and brutal melee combat is almost impossible to escape from.
Necromunda is a world of mines, factories, refineries, and processing plants. The planet is a vast powerhouse of industry, making thousands and thousands of different items for use throughout nearby planetary systems.
The daemonic servants of Khorne spill from the madness of the warp to corrupt and slaughter, the very battlefield contorting at the touch of Chaos. Gore-drenched Bloodletters hack heads from shoulders, led into the material plane by Bloodmasters, the greatest of their ravenous kind. Mounted atop the infernal engine-beasts known as Juggernauts, a charge by merciless Bloodcrushers breaks the most stalwart resistance, while tireless Flesh Hounds pursue any who flee across time and space.
Be'lakor, the Dark Master, is the first of the Daemon Princes and a consummate champion of Chaos.
The greatest of Tzeentch’s daemons, the Lords of Change shimmer with raw magic. With a flick of its claw, a Lord of Change can hurl foes into nightmares, or blast enemies with the wyrdfires of Tzeentch.
The worshippers of the Changer of the Ways seek to reshape the Mortal Realms, twisting it into forms more pleasing to their fickle god. Sorcerously-gifted Magisters lead chanting Kairic Acolytes to war alongside braying Tzaangor herds and conjured daemonic entities, leaving a trail of destruction and madness in their wake.
The skaven are a race of perfidious ratfolk who gnaw on the very fabric of existence, pouring from their Under-Empire in teeming swarms to spread corruption and conquer the Mortal Realms in the name of the Great Horned Rat. Led by maniacal Grey Seers, great seething hordes of Clanrats scurry to war, joined by hulking mutant Stormfiends bristling with esoteric weaponry, and unstable Warp Lightning Cannons that can obliterate entire regiments – if they don't destroy themselves first...
The Typhon is named for the ‘Great Beast’ of Terran myth, and lives up to its namesake in sheer brutal strength. Sharing a basic chassis with the Spartan Assault Tank, this heavy tank serves as a mobile gun-platform with enough power to operate a single massive piece of siege artillery – the dreadhammer cannon. The Typhon was created to meet the demands of the Primarch Perturabo of the Iron Warriors, who sought a war engine that could rapidly deploy such fortress-breaking firepower to the battle line alongside his Legionaries. Though unsubtle in design, its overwhelming effectiveness is beyond question.
Horrific examples of pure pestilence given form, Verminlord Corruptors live up to their name, existing only to despoil and corrupt.
The ash wastes of Necromunda are an unforgiving environment, utterly deadly for those who can't take shelter from the toxic storms and rabid fauna. Gangs that operate in the Great Equatorial Wastes, and the Ash Waste Nomads who call them home, use Thatos Pattern Hab Modules for protection and communication. The largest of these structures are the Extended Hab Modules, which are often claimed by the most important gang members and reserved as a base of operations.
The Guild of Coin rules the roads of Necromunda. They transport material between hives and, for a hefty price, they'll even smuggle weapons and people. Crossing the arid, violent, and irradiated ash wastes is a risky business, so the guild employs convoys of Cargo-8 Rideghaulers. These hulking vehicles are perfect for traversing the dunes thanks to their massive wheels and sturdy engines, hauling trailers of armoured containers and transport carriages across the Great Equatorial Wastes, but their true appeal comes from their modularity – it takes little effort to outfit one with enough guns to make it a mobile fortress, ready to repel gang ambushes and raids.
The Zone Mortalis is literally "the deadly ground" – short-range gunflights take place as fighters dart between cover, and brutal melee is almost impossible to escape from. Even in such a lethal environment, a gang needs somewhere to live.