Death And Taxes
Necromunda is not one place, but many.
At the very top lies the Hive City — spires of wealth, law, and distance from consequence. Beneath that sits the Underhive, a vast industrial labyrinth of factories, hab-blocks, tunnels, and forgotten infrastructure where gangs rule what the law cannot. Beyond the hive walls stretch the Outlands and Ash Wastes: poisoned deserts, ancient roadways, and half-buried ruins where survival depends on knowing the land and respecting old, brutal balances.
Most people never move between these worlds.
But Guilder’s Ford is where they collide.
Guilder’s Ford is a heavily trafficked trade choke-point on the edge of Hive Primus, where ash waste routes descend into the Underhive via cargo lifts, transit rails, slag bridges, and sump ferries. It is a place of tariffs and tolls, where Guilders tax everything that moves — weapons, water, information, even people. If something must pass between the wastes and the hive, it passes through Guilder’s Ford… and someone always gets paid.
Recently, that payment has become a problem.
Beyond Hive Primus — even beyond Necromunda itself — rebellion has ignited. On the fringes of the Imperium, in Sector 14 near the Outer Rim, an alliance of Ork-infested worlds has stopped paying Imperial tithes. The Emperor has responded as he always does: with force.
Imperial Marines were dispatched to “negotiate”.
Negotiations, however, do not come cheap.
To fund the war, the Imperial War Tax has been raised to 10% across the galaxy. Necromunda is no exception. Precinct 19 has been ordered to collect, and the Guilders have been instructed to ensure the tithe flows upward — no excuses, no delays.
Suddenly, every shipment matters. Every credit is counted. Every gang is on the ledger.
This has drawn all factions to Guilder’s Ford.
- Underhive gangs move to protect their territory, seize taxable assets, or resist Guild enforcement.
- Guild-aligned forces seek to secure trade routes, collect arrears, and make examples of defiance.
- Outcasts gather where systems strain — hired guns, debt-runners, smugglers, and deserters exploiting the chaos or fleeing Imperial notice.
- Ash Waste Nomads, rarely seen beneath the hive, descend because the tax has disrupted ancient routes and violated old understandings. Convoys now move without permission, landmarks have been destroyed, and the balance of the wastes has been broken. The Nomads have come to confront whoever is responsible — and to remind the hive that the wastes are not theirs to exploit without consequence.
Guilder’s Ford now sits at the fault line between Imperial authority and local survival.
Precinct 19 will collect the War Tax.
The Guilders will take their cut.
The gangs must decide where they stand.
Will your gang pay the Imperial War Tax and remain aligned with the rule of Precinct 19?
Or will they refuse — and suffer the consequences?
In Necromunda, there are only two certainties:
Death. And taxes.
Gangs
Assets
Manage Assets →|
Archaeotech Device
|
Unowned |
|
Ash Gate
|
Unowned |
|
Cawdor Settlement
|
The Cleansing Cinders |
|
Cawdor Slave Pits
|
The Cleansing Cinders |
|
Collapsed Dome
|
Unowned |
|
Delaque Manufactorum Level
|
The Veiled Hand |
|
Delaque Settlement
|
The Veiled Hand |
|
Delaque Settlement #2
|
Whispered Wrath |
|
Fallen House
|
The Titanfall Syndicate (Clone Dicky M) |
|
General Settlement
|
The Charterbound |
|
Genestealers Fighting Pit Recruit
|
Robos Rampagers |
|
Genestealers Settlement
|
Robos Rampagers |
|
Goliath Gambling Den
|
The Titanfall Syndicate (Clone Dicky M) |
|
Goliath Settlement
|
The Titanfall Syndicate (Clone Dicky M) |
|
Guilder Stronghold
|
Unowned |
|
Hab Level
|
Unowned |
|
Mine Workings
|
Unowned |
|
Narco Lord
|
Unowned |
|
Needle Ways
|
Unowned |
|
Nomads Outpost
|
Ashen Winds |
|
Old Ruins 1
|
Unowned |
|
Old ruins Central
|
Unowned |
|
Old Ruins West
|
Unowned |
|
Outcasts Settlement
|
The Rust Vultures - Clanless Outcasts |
|
Outcasts Tech Bazaar
|
The Rust Vultures - Clanless Outcasts |
|
Promethium Guild
|
Unowned |
|
Reclamation Zones
|
Whispered Wrath |
|
Rogue Doc Shop
|
Unowned |
|
Rogue Doc Shop
|
Robos Rampagers |
|
Second Best Smuggler
|
Unowned |
|
Settlement General
|
Unowned |
|
Squat Slave Guild
|
The Charterbound |
|
Squats Settlement
|
The Charterbound |
|
Stinger Mould Sprawl
|
The Charterbound |
|
Thermal Vent
|
Whispered Wrath |
|
Tunnels
|
The Charterbound |
|
Van Saar Promethium Cache
|
Van Damme |
|
Van Saar Settlement
|
Van Damme |
|
Wall Outpost
|
Unowned |
|
Water Guild
|
The Cleansing Cinders |
|
Workshop Recruit
|
Van Damme |
Resources
Manage Resources →Battle Reports
Action Log
Sold equipment from stash: Blast carbine (25¢ - 3×10 = 5¢)
Rolled 1D6: 3 = 3 Outcome: +5¢ (to 88¢)Reassigned Blast rifle from Tobermory to Wellington the intellect (15¢)
Outcome: Credits remaining: 83¢Bought Mesh armour for Wellington the intellect (15¢)
Outcome: Credits remaining: 83¢Reassigned Chain lance from Tobermory to Wellington the intellect (55¢)
Outcome: Credits remaining: 98¢Hired Wellington the intellect (80¢)
Outcome: Credits remaining: 98¢Captured Fighters
View all →No fighters have been captured yet.