This November Arcromunda will return to House of War with its next installment. This time it will be featuring gangs fighting with vehicles in the ash wastes.
Set once again in one of Necromunda's great Domes, Arcromunda, and newly accessible ash waste areas that have become a battleground for gangs seeking fortune and favor in a fast-paced narrative campaign/tournament.
The custom campaign rule set is designed to allow gangs to advance and improve, using all of your Necromunda models. We’ve taken feedback from participants in the first two events, refined what has worked, and developed an even better system for our next event weekend.
The story and our Narrative began in May 2022. The first Arcromunda saw 12 participants fight and built the reputation of their gangs in the depth of Hive Primus in the newly rediscovered dome - Arcromunda.
Arcromunda 2: The Horde
Last November we revisited the Dome on Necromunda. More gangs descended into the depths of Hive Prime to recover the precious mineral Arcronite found only within the confines of the Arcromunda Dome.
But the Arcronite was not only precious but it had a strange effect on the dead! Arconite would cause the dead to walk again. Settlements in and around the Dome of Arcromunda were in danger - the fight for survival was deadly.
A new story now emerges to set the scene for this year’s campaign weekend - Road Warrior.
The citizenry of Arcromunda have survived massive attacks by hordes of undead zombies spawned by the abundance the mineral Arconite. But, survival has come at a great cost - the dome is shattered and crumbling - and now it is no longer habitable.
A lowly Van Saar juve, Grubb Saarob, was searching through the ruins of his hab only to discover an ancient ventilation tunnel leading to a long dangerous path which would take him up to the planet’s surface. The heavily encrusted tunnel proved to be an escape route into the ash waste and a new life.
But Grubb wasn’t the only one ! Nothing stays secret in Arcromunda for long.
Hearing of his discovery the Knife Lickers Gang, of House Escher, quickly scavenged enough parts to cobble together a vehicle they could use to flee through the tunnel and head out across the wastes.
Great gang battles were fought to control the tunnel - passing from one gang to another on an hourly basis - every controlling gang would send out their own members into the tunnel to lay claim to their part of the wastes.
Some gangs were fortunate enough to find reliable transport and quickly took off after the Knife Lickers into the dangerous wastelands. Others struggled in ram shackled vehicles that were barely functional and forced to fight their way to freedom - such as it is - in the ash wastes.
Once free of the hive, gangs encountered many of the ordinary citizens from across the Arcromunda dome. Many were caught up In the confusion of the fierce gang warfare - but they too were escaping the calamity deep in the hive.
Adapting to survive this new environment, most gangs recognised an opportunity for profit and glory and began to prey on the dispossessed citizens.
The Orlock gang, Texas Red, already had contacts in the waste and were one of the first to exploit the new trade routes. The Goliaths of the Rust Giants gang formed a protection racket. While other gangs joined forces to extort and control territories along the escape route and charge what has become known as “Road Tax.”
This is where the next chapter begins: Arcromunda III: Road Warriors.
Join the community conversation on the Arcromunda Facebook Group and stay tuned for further announcements about the players’ pack, ticket sales and all the event details you’ll need to know to get the most from joining in - better still keep up with all the news and sign up for our Arc-newletter by filling out your details at the bottom of this page.
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