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
Archaeotech Device Special: Any number of weapons may be given one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Trait and new weapons may also be given this Trait. These weapons also gain the Unstable Trait. If the Resource is lost, the weapons lose these additional traits. |
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Ash Gate
Held by The Iron Mandate
Ash Gate. Income: 2D6x10. Recruit: Roll a 4+ to gain a free Juve excluding additional equipment.
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Badzone Enforcer Settlement
Held by The Iron Mandate
Settlement Income: D6x10 Reputation: +1 Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead). |
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Cawdor Settlement
Held by The Cleansing Cinders
Settlement Income: D6x10 Reputation: +1 Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead).
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Cawdor Slave Pits
Held by The Cleansing Cinders
Slave Pits Training: Each fighter gains D3 XP on a 6+ (roll individually). Income: D6x10.
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Collapsed Dome
Held by Van Damme
Collapsed Dome Income: Roll 2 to 6 dice. Receive 10x the result rolled if no doubles are rolled. If any double is rolled, a random fighter suffers a Lasting Injury roll instead. |
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Delaque Manufactorum Level
Held by The Veiled Hand
Manufactorum Level Equipment: Gain equipment worth up to 30 credits for free. Income: D6x10.
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Delaque Settlement
Held by The Veiled Hand
Settlement Income: D6x10 Reputation: +1 Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead).
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Delaque Settlement #2
Held by Whispered Wrath
Settlement Income: D6x10 Reputation: +1 Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead). |
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Fallen House
Held by The Ginger Goliaths
Fallen House 1 free Bounty Hunter (automatically leaves after the battle). |
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General Settlement
Held by The Charterbound
Reputation: +1 Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead).
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Genestealers Fighting Pit Recruit
Held by Robos Rampagers
Fighting Pit Recruit: 2x generic Hive Scum every battle (including equipment). Reputation (Goliath & Corpse Grinder Cult): +2
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Genestealers Settlement
Held by Robos Rampagers
Settlement Income: D6x10 Reputation: +1 Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead).
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Goliath Gambling Den
Held by The Ginger Goliaths
Gambling Den Reputation: +1 T, O Income: Choose a suit of cards, then draw a card (from a deck including 2 jokers): ● Same suit: Card value x 10. ● Same colour: Card value x 5. ● Joker: Pay all income earned in this post-battle sequence to a random gang taking part in the campaign.
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Goliath Settlement
Held by The Ginger Goliaths
Settlement Income: D6x10 Reputation: +1 Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead).
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Guilder Stronghold
Unowned
Guilder Stronghold Recruit: Roll a 3+ to gain a free Ganger including additional equipment worth 40 credits. Income: D6x10.
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Hab Level
Held by Whispered Wrath
Hab Level Reputation: +D6. Income: D6x10.
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Mine Workings
Held by The Cleansing Cinders
Mine Workings Income: D6x10. Add D6x10 per Ambot and Captive working in the mines. Captured fighters can work in the mines instead of being sold to the Guilders. If the Resource changes control, the Captives remain working the mine and can be ransomed back by the new owner. A Captive working the mine may not subsequently be sold to the Guilders. While a Captive is working the mine, rescue may be attempted at any time. Fighters in Recovery or Convalescence cannot work the mine.
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Needle Ways
Held by The Iron Mandate
Needle Ways Special: 3 fighters gain Infiltrate. |
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Nomads Outpost
Held by Ashen Winds
2D6 x 10 |
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Old Ruins 1
Held by The Charterbound
Income: D3x10 +10 per Dome Runner |
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Old ruins Central
Held by Whispered Wrath
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Old Ruins North West
Unowned
Old Ruins NWest
Old Ruins 1
Income: D3x10 +10 per Dome Runner |
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Old Ruins West
Unowned
Old Ruins 1
Income: D3x10 +10 per Dome Runner |
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Outcasts Settlement
Settlement Income: D6x10 Reputation: +1 Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead).
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Outcasts Tech Bazaar
Tech Bazaar Income: D6x10 credits. Equipment: One Leader or Champion can make a Haggle post-battle action to gain a discount on a single item (half the cost rounded down) from the Trading Post. Roll 2D6 (add +1 for Exotic Furs): ● 7+: 1 item with Rare (X) equal to the result. ● 4-7: Common item. ● 2-3: No item gained (the fighter proves to be very poor at haggling). Income (Van Saar): D6x10 (+1D6x10 if also controlling Archaeotech Device).
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Promethium Guild
Held by The Charterbound
Promethium Guild Blaze weapons gain one of the following: If Scarce: Lose Scarce. ● Otherwise: Gain Plentiful. |
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Reclamation Zones
Held by Ashen Winds
Reclamation Zones Equipment: Reduce the cost of House Equipment List by 10 (minimum 5). Income: D6x10.
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Rogue Doc Shop
Held by Whispered Wrath
Rogue Doc Shop Income (Outlaw): D6x10
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Rogue Doc Shop
Held by Robos Rampagers
Recruit Rogue Doc for free.
d6x10 creds |
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Second Best Smuggler
Unowned
Second Best Smuggler 2D6x10. |
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Settlement General
Unowned
Settlement Income: D6x10. Recruit: Roll a 3+ to gain a free Juve including additional equipment worth 25 credits.
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Squat Slave Guild
Held by The Charterbound
Slave Guild Sell captives for full value (after a chance to be rescued). |
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Squats Settlement
Held by The Charterbound
Settlement Income: D6x10 Reputation: +1 Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead).
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Stinger Mould Sprawl
Held by The Charterbound
Stinger Mould Sprawl Special: During the post-battle sequence, re-roll a single Lasting Injury result on a fighter. Memorable Death may not be re-rolled. |
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Thermal Vent
Held by Whispered Wrath
Thermal Vent Better Living: Before each battle, roll a 6+ to recover any fighters that are Into Recovery (roll individually). Income: 2D6x10
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Tunnels
Held by The Charterbound
Tunnels Special: Before the battle, choose up to 3 fighters from the crew to deploy via tunnels. During the deployment, set up 2 tunnel entrance markers (2" wide) on any table edge on the ground surface. During the Priority phase of each turn, the group arrives on a 4+. They may be activated as a single group, andmust move onto the battlefield from one of the tunnel entrance markers. The group must arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle.
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Van Saar Promethium Cache
Held by Van Damme
Promethium Cache Equipment: 3 fighters gain Incendiary charges. Special: Re-roll any Ammo tests for Blaze weapons.
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Van Saar Settlement
Held by Van Damme
Settlement Income: D6x10 Reputation: +1 Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead).
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Wall Outpost
Unowned
Wall Outpost Finest Things: Reduce the cost by 25 for equipment that costs 100 or more. Income: D6x10.
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Water Guild
Held by The Cleansing Cinders
Water Guild. Before each battle, 1 fighter can heal from Recovery. |
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Workshop Recruit
Held by Van Damme
Workshop Recruit: Ammo-jack
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Resources
Manage Resources →| Gang | Reputation |
|---|---|
| Ashen Winds | 1 |
| Robos Rampagers | 1 |
| The Charterbound | 7 |
| The Cleansing Cinders | 1 |
| The Ginger Goliaths | 1 |
| The Iron Mandate | 1 |
| The Rust Vultures - Clanless Outcasts | 3 |
| The Veiled Hand | 2 |
| Van Damme | 1 |
| Whispered Wrath | 4 |
Battles
Action Log
Bought Grav-chute for 7. Mr Sleep (50¢)
Outcome: Credits remaining: 104¢Bought Grav-chute for 6. Mr Dusk (50¢)
Outcome: Credits remaining: 154¢Hired 14. Humbolt II (205¢)
Outcome: Credits remaining: 204¢9. Mr Whisp spent 12 XP to advance
Outcome: Improved Wounds10. Mr Echo spent 6 XP to advance
Outcome: Improved Ballistic SkillCaptured Fighters
View all →| Fighter | Original Gang | Captured By | Status |
|---|---|---|---|
| Faisal Run’taani Dust Runner | Ashen Winds | Whispered Wrath | Captured |