Starting Necromunda

A Beginner's Guide to the World, Gangs, and Rules

by Djidiouf /@ashenquarter

This tool is my own personal project and is not affiliated with Munda Manager or Games Workshop.

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The Lore of Necromunda

Welcome to Necromunda, one of the most notorious hive worlds in the Imperium of Man. A planet of endless industrial sprawl and countless billions of lives pressed together in rusted towers and lightless depths. Necromunda is a place where survival is a daily struggle and death is always just around the corner.

This page explores the lore of Necromunda - its history, themes, and the brutal tone that defines life in the underhive and beyond.

Necromunda

The Great Horologium, counting shifts, industrial quotas, and and acceptable loss of life

Necromunda

Across towering hives of rusted iron and smoke-blackened steel, violence is a fact of life. Gangs clash over territory and reputation, Enforcers impose the law with shock mauls and gunfire, and unseen cults spread their influence through whispers and blood rites. Hope is a scarce resource here. Survival is the only real ambition, and Necromunda has shaped its people accordingly.

The Imperium of Man

One of the many hive worlds of the Imperium of Man

The Imperium of Man

Humanity is bound together beneath the Imperium of Man, an empire spanning the breadth of the galaxy. More than a million worlds bend the knee to the Emperor, their countless populations existing to serve a vast and grinding war machine. It is the greatest dominion mankind has ever known, ruled for ten thousand years by the God-Emperor, the eternal guardian of the species.

Yet the Emperor does not rule as mortal men do. Since the final days of the Horus Heresy, when He struck down His favoured son turned traitor, His broken body has been sustained by the Golden Throne. Neither fully alive nor truly dead, He endures as a sacred presence, worshipped as a god and feared as the last bulwark against humanity's extinction.

Hive Worlds

A hive city on the Imperial Hive World of Armageddon.

Hive Worlds

Hive worlds exist to feed the Imperium's endless appetite. Their vast metal cities rise kilometres into the sky, packed tight with factories, hab-blocks, and manufactoria. Compared to the precision of Forge Worlds they are crude, but their output is immense. Entire planets are stripped bare to fuel their industry, leaving behind poisoned skies and deserts of ash.

Life within a hive is short and unforgiving. Billions are crammed into decaying structures, labouring without pause for a system that offers nothing in return. Some accept this fate. Others abandon it, slipping into the shadows to join gangs, cults, or criminal networks, choosing danger over certainty.

The World of Necromunda

Planetary view of Necromunda

The World of Necromunda

Necromunda is one such hive world, ancient beyond reckoning. First settled during the Dark Age of Technology, it was later reclaimed in the Emperor's name by the Imperial Fists during the Great Crusade. Legends speak of a brief resistance, of a world burned into submission, its surface scoured into the ash plains that still surround the hives today. Whatever the truth, it is buried beneath centuries of pollution and ruin.

The planet is an engine of production. Mines, refineries, factories, and processing plants blanket its surface and plunge deep into its crust. Every resource is exploited, every scrap repurposed. Nothing is allowed to go to waste if it can be made to serve the Imperium.

Hive Cities

Cut vertical view of Hive Primus

Hive Cities

Thousands of hive cities rise from Necromunda's surface. Some are thriving metropolises home to billions. Others are hollowed shells, abandoned and haunted by the dead. Beneath them all lies something older.

Below the functioning levels of each hive stretches a labyrinth of forgotten structures, collapsed domes, ancient transit tunnels, and ruined habs. These depths form the underhive, the oldest parts of Necromunda's cities, built long before the planet was choked by industry. Some sections predate the hives above by centuries, even millennia. It is said that fragments of the original colony ships may still lie buried there, sealed away beneath layers of decay.

House Helmawr & the Great Houses

Lord Gerontius Helmawr, Imperial Commander, 137th Lord Of Necromunda

House Helmawr & the Great Houses

Power on Necromunda is concentrated in the hands of the Great Houses, a small number of immensely wealthy factions who rule from the spires. Above them all stands House Helmawr, the ruling House of the planet, its authority recognised by the Imperium and enforced through control of law, charter, and tradition. The Great Houses beneath it are investors rather than producers, dealing in contracts, influence, and leverage rather than labour.

Beneath the spires stand the Clan Houses, each responsible for a critical part of Necromunda's industrial output. Every House has its own traditions, dialects, dress, and codes of behaviour. Power struggles between them are fierce and often violent, yet none can stand alone. Each relies on the others for resources, expertise, or protection, binding them together in a web of necessity and resentment.

War Below the Spires

House Goliath fighters laying down fire from above

War Below the Spires

The Houses are locked in constant rivalry, carefully maintained to serve the reigning House Helmawr. Open war in the spires would threaten production, contracts, and the tithe owed to the Imperium, so conflict is pushed downwards, into the underhive, where it can be contained and exploited.

House gangs descend to claim turf, seize factories, sabotage rivals, and win resources and reputation that can be traded for influence above, their existence and conflicts an accepted part of the system.

Not everyone fights for a House, though. The underhive also draws the desperate and the fallen. They come to get rich on things that cannot be easily seized or handed upward. As long as the hives keep producing and the spires remain untouched, this violence is not only tolerated, it keeps House Helmawr secure by ensuring its enemies remain divided.

The Underhive

Gangers clash with a writhing horror amid the badzones of the Underhive

The Underhive

Beyond the reach of House law lies the true underhive. Its boundaries are uncertain, its depths shifting as the hive above collapses and corrodes. Here, authority fades and survival is earned at gunpoint.

These badzones are a place of endings and beginnings alike. Fortunes can be made scavenging lost tech or claiming forgotten territories. Lives can be snuffed out just as easily. Those who descend do so knowing the risks, drawn by the promise that somewhere in the darkness, something valuable still waits.

Ash Wastes

An Ash Waste Nomad raid against a House Orlock strongpoint

Ash Wastes

Surrounding the hives stretch the Ash Wastes, vast deserts of radioactive dust and toxic storms. Though deadly, they are essential to Necromunda's survival. Trade convoys crawl between hive cities, hauling supplies, weapons, and raw materials across the wasteland.

Control of these routes is fiercely contested. Clan Houses, Guilds, and nobles all seek to dominate the wastes, sponsoring prospectors and settlements in the hope of uncovering new wealth. Where trade flows, so too do criminals, outcasts, and opportunists, carving out harsh lives beneath the open sky.

History of Necromunda

Necromunda's past is buried beneath layers of steel, ash, and forgotten ruins. From its earliest days as a colony world to its rise as one of the Imperium's great industrial powerhouses, the planet has been shaped by conquest, faith, and exploitation. This section traces the recent key events and turning points that forged Necromunda into the brutal hive world it is today.

The Aranthian Succession

The galaxy after the Great Rift, split by the Cicatrix Maledictum

The Aranthian Succession

The Aranthian Succession begins at a moment when the Imperium itself is fracturing. The Great Rift has torn the galaxy open, faith is shaken, and distant authority grows thin. On Necromunda, that instability finds its focus in blood and fire.

Cinderak Burning

Lady Haera, 13th Daughter of Lord Helmawr

Cinderak Burning

The spark is struck when Lord Gerontius Helmawr, long-ruling master of Necromunda, is left broken by an assassination attempt. His body survives, sealed within stasis, but his authority does not. With the Lord Helmawr removed from the throne, his daughter Lady Haera steps forward to rule in his name. It is not enough.

House Helmawr's grip begins to slip as unrest spreads through the hives. Old grudges surface, supply lines are sabotaged, and violence erupts across the planet. Amid the chaos, Lady Credo emerges as a challenger, openly opposing Helmawr dominance and presenting herself as an alternative voice of authority. What might once have been settled through inheritance or intrigue becomes something far harsher. The Succession is no longer about lineage - it is about survival.

Road to Temenos

The Prophet of the Redemption

Road to Temenos

As the conflict deepens, it changes shape. The struggle for control turns inward, towards Necromunda's past and the stories buried beneath its steel and ash. Attention shifts to ancient vaults, sealed records, and truths long hidden from the masses.

From this turmoil rises the Prophet of the Redemption. Leading the Great Pilgrimage across the ash wastes towards Hive Temenos, the Prophet promises salvation through the rediscovery of the Lost Saint, Ozostium of House Aranthus, the last ruler before Helmawr's reign. Backed by Lady Credo, the pilgrimage becomes more than a religious movement. It is a challenge to legitimacy itself.

Faith becomes a weapon. Control of relics and belief proves as powerful as armies and guns. The war is no longer only fought in the streets, but in the hearts of the desperate.

Fall of Helmawr

The last Enforcers attempt to escape the ruins of Jardlan

Fall of Helmawr

The power vacuum left behind tears Necromunda apart. Lady Haera, now the de facto ruler, finds herself hunted by enemies on all sides. She has already removed as many rivals as she can, including her own siblings, but even that proves insufficient.

Hive Primus falls into open conflict. Noble allies turn against her. With enemies closing in, Lady Haera is forced to flee, attempting to reach the Dust Wall and the Enforcers still loyal to House Helmawr. Gangs flood the zones between Primus and Secundus, each hoping to either aid her escape or claim the bounty on her head.

Meanwhile, the forces loyal to Ozostium and his Prophet consolidate their hold over the Palatine Cluster. The old order collapses, replaced by something older still.

Hive Secundus

A Van Saar strike team led by a Spyre Hunter faces Malstrain genestealers

Hive Secundus

At the gates of the ruined Hive Secundus, Lady Haera encounters her brother Tamino. Together, they descend into the dead hive, donning ancient Spyrer suits to survive the darkness below.

What follows is whispered through the underhive like a warning. The siblings hunt down the legendary Sthenian-pattern Hunting Rig, a relic long thought lost. When Lady Haera emerges once more, she is changed. Neural needles buried deep within her skull bind her to the machine, unleashing a level of savagery unseen before. Armed with her own cutting-edge rig, she returns to stalk the Underhells of Secundus, a predator forged from desperation and pride.

Spire of Primus

Lady Credo, Ozostium Aranthus, and Lady Haera

Spire of Primus

Ozostium Aranthus claims the throne of Necromunda, restored through faith, force, and legend. Yet the war is not finished.

Lady Haera, allied once more with Tamino, prepares for a final strike. The Sthenian-pattern Spyrer Suit offers a weapon capable of ending even an undying Aranthian. Loyal gangs and Spyrers rally to House Helmawr for one last gamble, pushing deep into Hive Primus to reclaim the spire in the name of Lord Gerontius.

They will face Enforcers, rival gangs, and the full weight of Ozostium's followers. And at the very peak of the hive, within the Imperial Spire itself, the Aranthian waits. The Succession ends not with a coronation, but with a reckoning.