Necromunda: Zone Mortalis...
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.
As Orlock gangs grow, they need Arms Masters to support the Road Captain and keep the Gunners and Greenhorns in line.
As Orlock gangs grow, they need Arms Masters to support the Road Captain and keep the Gunners and Greenhorns in line. As well as enforcing order, they lead by example, either cracking heads or unleashing their Cyber-mastiffs on enemy fighters. Wreckers, on the other hand, are young hot-headed prospects that court danger. Equipped with jump boosters, they can often cause as much damage to themselves as they do to enemy gangs.
Expand your Orlock gang with these six fighters alongside their faithful and deadly cyber companions. The Wreckers are armed with a selection of pistols, knives, and demolition charges. They come with a groove stem so that they can be assembled to give the impression that they are airborne. Either Arms Master can be armed with a combat shotgun, or they can don a full servo harness and carry a deadly arc hammer into battle. Both Cyber-mastiffs are modelled running forward, hunting down their underhive prey.
This 120-part plastic kit makes two Arms Masters, two Cyber-mastiffs, and four Wreckers. It comes supplied with four 25mm round Necromunda bases, four 32mm round Necromunda bases, and a 45mm groove stem set.
Rules for using these models in games of Necromunda can be found in Necromunda: House of Iron.
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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.
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.
Upgrade your Van Saar fighters with a selection of death-dealing weaponry, allowing you to create a unique and formidable gang. Also included in this set are alternate heads and arms, so you can personalise your gang even further.
Ash Waste Nomads have inhabited the Great Equatorial Wastes for as long as anyone can remember. Unlike the outcasts and scavvies, these rugged survivors are born to the wastes, adapted to life in a desolate and deadly environment. Their ragged clothes, rebreather masks, and scavenged weaponry strike terror into the denizens of the hive cities – a fearsome reputation the Nomads exploit as they raid caravans crossing the wastes, seizing sustenance and equipment.
Rebellion is a poison that runs deep within Necromunda. Each time it bubbles to the surface, industries wither and populations perish, corrupted by false promises of freedom and power. Only the iron will of the Imperial House maintains a semblance of order.
The Necromunda Rulebook is your complete guide to gang warfare in the 41st Millennium. Packed with rules, lore, art and content previously only available through Gang War supplements, this book is a must-have for every player.
The gangers that fight in the name of House Goliath are hulking brutes, each a pillar of muscle and pent-up violence ready to be unleashed. The weapons and equipment that they use reflect this brutality.
A Nacht-Ghul is an assassin and saboteur without peer. Crafted by psychic-science and esoteric chems, they are the edge of the blade in the dark that cuts away the enemies of the Delaque – or the enemies of their friends if it suits their purposes.
Cinderak City has fallen, and the rebellious Lady Credo has dealt a significant blow against the Imperial House. Lady Haera Helmawr seeks to consolidate her damaged authority – but even as she sends hundreds of Enforcer patrols flooding into the depths of Hive Primus, a Redemptionist Crusade grows into the tens of thousands, following a mysterious leader in search of a lost prophet...
In House Goliath, Stimmers are established gangers. While seeking to achieve the peak of the Goliath's aspirational physical and musculature performance, they have become addicted to growth and combat stimms.
At once ancient and youthful, House Escher has endured far longer than any other Clan House on Necromunda. Since the times of the first Lord Helmawr, they have established their place as a matriarchy built upon a throne of chems and violence.
Ash Wastes Arachni-rigs – known to House Van Saar as Arachnika Ash-jumpers – are armoured exoskeletons designed to traverse Necromunda’s rugged surface. Jump jets allow them to boost over obstacles, leap free of trouble, or unexpectedly drop in amongst their foes. Heavy weapons and surprising mobility make Ash-jumpers a match for rival vehicles and Nomad war parties, as they carve through Cargo-8 trains with laser and plasma blasts, clear rough terrain with flamers and rad guns, and snag targets with harpoons.
Keep your skirmishes moving quickly with this deck of 26 cards, featuring the various tricks and schemes your gangers can utilise during your games of Necromunda, such as an explosive gift of a Grenade Bouquet or the ominous ...Click of a stubber running dry.
In just a few short millennia, House Orlock has risen from a loose alliance of Clan Families and waste prospectors to become the largest mining operation on the planet.
The ash wastes of Necromunda are an unforgiving environment, utterly deadly for those who can't avoid its irradiated quicksand and toxic mine pits. Gangs that operate in the Great Equatorial Wastes, and the Ash Waste Nomads who call them home, often lay claim to the rugged Thatos Pattern constructions that litter the wilderness. Whether bridging foul hazards, marking the claim of a forgotten outpost, or connecting a settlement of Hab Modules via industrial scaffolding, the Thatos Pattern Platforms & Walkways are a common sight in the ash wastes.
Beyond the choking hive cities of Necromunda lie the ash wastes – sprawling outlands plagued by unpredictable weather and vicious beasts, where gangs of prospectors and nomads eke out a precipitous existence between polluted dunes and radioactive skies. Ferried across the rolling roads of this desolate expanse atop a dizzying variety of roaring vehicles, these gangs clash over mining spots, weapons caches, and convoys of precious goods in high-octane skirmishes where anything can happen.