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.
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.
The reptilian Seraphon strive tirelessly to advance the Great Plan of the Old Ones, returning true order and balance to realms warped by the Dark Gods. Their armies see cold-blooded saurians and ferocious scaled beasts fight together as a potent force – a fusion of predatory violence and esoteric cosmic power that few can withstand.
The Seraphon strive tirelessly to advance the Great Plan of the Old Ones, returning true order and balance to realms tainted by the Dark Gods. Guided by ancient amphibian mages who shape reality itself with their magics, the armies of the Seraphon see cold-blooded saurians and ferocious reptilian beasts fight together as a single potent force – a fusion of predatory violence and esoteric cosmic power that few can withstand.
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 Great Unclean Ones are Nurgle’s mightiest daemons. Towering over their enemies, these living hillocks of rotting flesh lumber across the battlefield swinging their rusted weapons, vomiting streams of filth and unleashing diseased magics upon the foe.
The reptilian Seraphon strive tirelessly to advance the Great Plan of the Old Ones, returning true order and balance to realms warped by the Dark Gods. Their armies see cold-blooded saurians and ferocious scaled beasts fight together as a single potent force – a fusion of predatory violence and esoteric cosmic power that few can withstand.
If there is one constant to be found in existence, it is decay. All things must bow to entropy in due time. None of the Ruinous Powers understand this better than Nurgle.
The Harbingers of Decay trot into battle atop vile steeds more dead than alive. These morbid prophets draw the gaze of Nurgle himself, and where they ride, the Plague God’s sinister will is soon made manifest. Rarely do they travel alone, often guarded by a small but zealous band of zealous mortal followers of Nurgle.
The most ancient and powerful of all the slann Relic Priests, Lord Kroak has cast a watchful gaze over the Seraphon's realms since time immemorial
A morbid set of disease-ridden triplets, held in check and balance by their opposing attitudes and desires, the brains of the Glottkin - the pragmatic Otto and devious sorcerer Ethrac -
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.