Strange Fellow
Peculiar
- Joined
- Jun 21, 2018
- Messages
- 4,241
Mordheim had one of those.Yeah, multiplatform doesn't bode well. Next thing you know they'll introduce some kind of horrible console-centric UI.
Mordheim had one of those.Yeah, multiplatform doesn't bode well. Next thing you know they'll introduce some kind of horrible console-centric UI.
I don't know if anyone said it yet, but this cannot be repeated enough:
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
I'd love to play Mordheim, but after 5-10 hours, it just breaks me and I move on to games that do not waste so damn much of my time.
Yeah, I know.I don't know if anyone said it yet, but this cannot be repeated enough:
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
Please allow speeding up animations way more than just 50%.
I'd love to play Mordheim, but after 5-10 hours, it just breaks me and I move on to games that do not waste so damn much of my time.
https://www.cheatengine.org/
I even know who it is. It was the same with Mordheim.cult of fanbois, screeching at anyone who voices their doubts
Necromunda: Underhive Wars - Gameplay Overview #1
Welcome to the Underhive!
Greetings, friends and fellow Necromunda fans.
We’re extremely happy to take to the Forums again today, in order to bring you this first iteration of our DevBlog series, aimed at shedding more light on some of the cool elements you can expect to find in Necromunda: Underhive Wars. Today’s entry will not be focusing on a single feature, but will instead provide you with a first overview of the game’s basic gameplay mechanics.
And so, without further ado - get comfortable, grab your favorite beverage, and let’s dive right in!
Answer the Call
Before testing your mettle in Necromunda: Underhive Wars’ multiple Game Modes (which we’ll cover in more details in an upcoming DevBlog), the first thing you’ll need to do is create a Gang - your Gang, which will belong to one of the planet’s infamous Great Houses.
At launch, players will be able to choose from Houses Escher, Goliath and Orlock, each of which will come with their own flavour, special House Perk and Bonus Stats. Many of the skills that your Fighters will use in battle will also have special variants, depending on the House your Gang belongs to.
Assemble your Crew
You’ll then want to assemble and customise an Active Crew of up to 5 Fighters, in order to represent a force capable of facing the multiple dangers of the Underhive. Each Fighter will fill a specific battlefield role, first determined by its chosen Career: Deadeye, Brawler, Heavy, Saboteur or Lay-Mechanic.
Each Gang will be able to recruit a total of up to 15 Fighters at once, with 10 members held in Reserve - in case Active Fighters get injured, or to create different character combinations and synergies depending on the situation. Players will be able to freely rotate Fighters between each mission.
Each of the 5 different Careers will grant Fighters a unique Signature Skill, as well as special Career Perks and bonuses to certain stats. In terms of fighting capabilities, all Fighters will be able to learn and use a great number of general Skills, but many abilities will also be exclusive to certain Career paths.
Your Gang will also always need a Leader - a Fighter of any Career who has reached (or been recruited at) a higher experience level. Leaders will have access to a special selection of “Heroic” and “Order” Skills, extremely powerful (but sometimes limited) abilities meant to inspire their allies and tip the scales of battle in tense combat situations.
Load up!
Before jumping into battle, you’ll also want to make sure all your Fighters have the best possible loadout, which includes Stats, Skills and Equipment.
Stats are used to represent and measure a Fighter’s attributes and proficiency. Stats are separated in two main categories - Primary and Secondary. The 9 Primary Stats are the ones you’ll be able to upgrade whenever a Fighter ranks-up. Each of these will directly affect two of the 18 Secondary Stats, which will be used and modified by Skills, Equipment and other factors (such as Injuries) in combat.
Skills come in two main categories - Passive (which will automatically trigger when certain conditions are met), and Active (which need to be performed manually). Depending on their level, each Fighter will be able to learn, upgrade and use a loadout of up to 5 Active and 5 Passive Skills at once, and successful players will make sure to create synergies across the abilities of multiple Fighters in order to increase the effectiveness of each individual unit, and the Gang as a whole.
Equipment will also play an important role in Necromunda: Underhive Wars, with each Fighter being able to equip various Weapons, Armour and Consumable Items (of both Tactical and Offensive nature), as well as Implants and Bionics. While some equipment pieces will be restricted to certain Careers, a great majority will be available to use by any Fighter. From dual-wielded Laspistols, to devastating Heavy Bolters and iconic close-quarters Chainswords - the choice of how you want to build and specialize each of your Fighters will be entirely yours!
Of course, you’ll also be able to apply extensive cosmetic customization to your Gang and Fighters, but we’ll cover this feature in its own upcoming, and dedicated, Blog Post.
To Battle!
Once your Crew is ready, you’ll be able to select from multiple Online and Offline Game Modes (a topic for a future DevBlog) in order to face off against rival Gangs in the Underhive! Whilst there are many mechanics and tactics that will be important for you to master in order to be successful, let’s review the very basics for today.
Rounds and Turns
Necromunda: Underhive Wars is a turn-based strategy game, but with a twist. Each battle will be split in a number of Rounds, during which each of the participating Fighters will get their own Turn to act. At the beginning of each Round, every Gang will be able to select one Fighter to put into action - the Initiative stat of each of these chosen characters will then be compared to determine the order in which they take their Turn within the Round.
Moving and Performing Actions
Knowing how to maneuver through the battlefield and how to use all the tools at your disposal is half the battle, or so they say. In combat scenarios, performing most Skills will require Action Points (AP), while each meter moved will require a Fighter to spend one Movement Point (MP).
Movement Points will only be spent when either ending a turn, using a Skill or suffering the effects of one (such as triggering a Trap or receiving damage), meaning that you will normally be free to move your Fighters in real time before committing to a move.
Up High & Down Low
The battlefields upon which your forces will wage combat are humongous places, desolate and covered in wreckage from times long forgotten. Although these locations are very different from one another, they all have one thing in common - Verticality. From Makeshift Bridges, ancient Ziplines, winding pipe works and disused cargo Elevators, you will have to make the most out of all three dimensions in order to survive the brutal fights that await your Gang.
On top of letting your Fighters traverse the terrain more efficiently, making use of verticality is also useful for gaining Height Advantage, which will provide your forces with accuracy bonuses when targeting less elevated enemies with ranged weaponry.
Using Verticality, Terrain and Cover to your Advantage
In Necromunda: Underhive Wars, cover is dynamic, and it is based on the percentage (%) of a target’s body that is visible by attackers. Kneeling behind crates, concealing oneself around tall objects, or getting to higher floors will make combatants harder to hit. At the opposite, getting caught off-guard on open ground will most likely be an open invitation for a carefully placed - and most fatal - Heavy Bolter hit to the head.
While most default attacks will always target random body parts, some Offensive Skills (such as the Aimed Shot pictured below) will also allow Fighters to aim at specific body parts (in exchange for a higher AP cost to use the skill) - a prime occasion to focus attacks on unarmoured locations, or body parts clad in armour pieces that are weak to a weapon’s particular damage type.
Tactical Tools at your Fingertips
While it may be easy to become disoriented inside the Underhive, fear not! Necromunda: Underhive Wars will provide you with a host of powerful and user-friendly tools to get your bearings, and to maintain your battlefield awareness at all times.
Special view toggles such as the Tactical Overlay and Strategy View (3D Map pictured below) are extremely useful to plan strategies, allowing players to visualize the location of all Fighters, Objectives, Interactable Objects, Extraction Zones and other objects of interest.
Thank You!
This concludes today’s first entry into our DevBlog Series. Thank you for taking the time to read through this Blog Post, and we sincerely hope you liked it!
Although we’ve only just scratched the surface of all the game has to offer, we sincerely hope you’ve enjoyed this first foray into Necromunda: Underhive Wars’ gameplay coverage - there’s plenty more to come in the near future, starting with a first look at the different Game Modes the title will have to offer at launch, later this Summer!
In the meantime, don’t hesitate to join our official Discord, as well as follow us on Twitter, YouTube, Instagram, Facebook and Twitch to be among the first to know more about Necromunda: Underhive Wars.
Best regards,
The Rogue Factor and Focus Home Interactive teams
That's mordheim again in few words, while i liked that game i still don't understand why the put the third person camera for a turn based game
people who pre-order are retarded, you should be laughing at themPeople are cheerful at the discussions. There's even a cult of fanbois, screeching at anyone who voices their doubts about pre-orders and lack of gameplay.
NECROMUNDA: UNDERHIVE WARS DEVBLOG - GAME MODES
WELCOME!
Greetings, friends and fellow Necromunda fans.
We hope that this message finds you well, and that you’ve enjoyed our previous Gameplay Overview #1 DevBlog. As promised, we’re back today with a new exciting entry, in order to cover the multiple Game Modes that will be available to you in Necromunda: Underhive Wars.
And so, without further ado, let’s dive right in!
A NOTE ON THE COMMUNITY FEEDBACK REGARDING THE NUMBER OF FIGHTERS IN YOUR GANG’S ACTIVE CREW
Preamble
Before we begin covering today’s subject, we’d like to take a moment in order to address a topic from our previous DevBlog that generated a lot of feedback from community members and content creators alike over the past week - and that is the 5-member limit for Active Crews.
Many people have been comparing this number to the larger Gang sizes found in our previous title, Mordheim: City of the Damned, as well as the original Necromunda tabletop game.
While we understand this comparison, we feel it’s important for people to regard this information as part of a broader picture, and the result of an overall design orientation consisting of multiple moving pieces, all working together to provide you with a dynamic, original and engaging twist on the classic Necromunda mechanics.
Up to four Gangs in each Match, for a total of up to 20 Fighters per Map.
Each of Underhive Wars’ three main Game Modes, which we’ll be presenting in detail today, allows for up to 4 gangs (in various Team or Free-for-All configurations) to be facing-off simultaneously in the same battles.
This means that players will often find themselves in situations where anywhere between 15-20 gangers will be present in the same map, each with their own turns to play, movements to accomplish and numerous actions to perform.
Redefining the classic formula by adding different Objectives
Underhive Wars will bring lots of twists to the classic Necromunda tabletop recipe, and one of the major ones is through the addition of different Objective Scenarios - special victory conditions, mechanics and sub-goals added to each match, in order to provide players with incentives to accomplish other goals than simply eliminating the enemy force(s)... although going in guns blazing (or chainsword swinging) is still definitely an option.
These Objective Scenarios will also be present in all three of the title’s Game Modes, offering new and interesting sets of opportunities and challenges with each battle fought.
Certain Objectives will sometimes also be accompanied by limited (albeit generous) Turn timers and Round counters, in order to reduce the downtime and ensure that the moments you spend in the title are less about waiting, and more about playing, strategizing, fighting and managing your Gangs. We’ll be covering more details regarding these various Objective Scenarios in an upcoming update, along with the Environments (26 hand-crafted vertical Maps) you’ll find them in!
No “Bottle Test” Mechanic
Players who are familiar with the classic Necromunda tabletop game know that Gangs often see their numbers dwindle as battle rages on - something called the “Bottle Test” - a series of dice rolls (called “Cool Checks”) performed by Fighters of a Gang after seeing one of their own becoming Seriously Injured, or being put Out of Action. Failing these checks can lead the remaining Gangers (and sometimes, whole Gangs as a result) to immediately flee the battlefield.
Underhive Wars has no such Bottle mechanic. While you will be able to manually extract Fighters from the battlefield, at specific locations and for specific reasons (securing a captured Objective Item, for example), it will be entirely YOUR choice of when to do so.
In other words, each member of your Active Crew will be able to hold its own during combat, provided he or she remains alive - a system designed to make each battle a very engaging and tense affair until the very end.
Striking the right balance - both in and out of combat
Over the past few months, we’ve spent a lot of time putting all the game’s systems to the test - striving to achieve a right balance of gameplay momentum, pacing and strategic choices on different levels. One thing to keep in mind in this regard is that Necromunda: Underhive Wars has two main, complementary elements: Battles and Gang Management.
Instead of focusing on one-off engagements, we’re putting together a complex-yet-approachable formula that will allow you to witness and forge the evolution of your Gang, to get attached to its members, and see them evolve from one encounter to another.
Rather than making each engagement drag on, we want you to be able to partake in multiple explosive scenarios in every play session. Whether you’re managing injuries (something bionic limbs and implants can help with), swapping Fighters to take full advantage of synergies between different career compositions, or experimenting with the Stats, Skills and Equipment systems - we want to give you ample tools to upgrade and tweak your Gang and its members in a meaningful way between each battle.
All-in-all, we’re absolutely convinced that the 5-member limit for Active Crews will make perfect sense when you finally get your hands on the game - it’s something you’ll have to experience for yourself in order to truly understand how all the pieces fit together.
GAME MODE #1 - AN EPIC STORY CAMPAIGN WRITTEN BY NECROMUNDA VETERAN ANDY CHAMBERS
Now, back to today’s topic!
Let’s dive in the three action-packed Game Modes you’ll discover in Necromunda: Underhive Wars - the Story Campaign, Operations and Online Skirmishes.
The very first thing we (strongly) recommend that all players do when first entering the game is to jump straight in the immersive and explosive single player Story Campaign.
Spanning 15 action-packed missions and written by acclaimed Warhammer 40,000 author Andy Chambers, this story-driven adventure will have you follow the fate of 3 infamous Gangs as they delve deep into the entrails of Hive Primus.
Led by a colourful cast of protagonists, these rival factions will be set on a true collision course with one another, as they race into the depths of the Underhive in search of the most valuable of long-lost treasures, encountering all kinds of dangers and memorable characters along the way.
Necromunda: Underhive Wars’ campaign will feature more than an hour of fully-voiced* cinematics, and will also serve as an in-game tutorial that will slowly guide you into learning and mastering all the tools you’ll need to fend against the numerous perils that await you in this dark and dangerous place.
*Full voice-over available for both English and French versions of the game.
2 - OPERATIONS
The Operations game mode aims to provide you with an endlessly replayable single-player gameplay loop, where meaningful decisions both in and out of battle will determine the rise or fall of your Gangs. In it, you’ll travel to different sectors of the Underhive and secure their resources, while defending your HQ against the constant threat of rival factions...as well as putting their own defenses to the test!
This mode will allow you to create your own Gangs and experiment with deep customization mechanics, allowing you to tailor every (Gameplay and Cosmetic) aspect of the Fighters you will lead in battle. See them grow stronger with each hard-fought victory, as well as risk their lives with every new encounter!
Start by choosing a District
When beginning a new Operation, the first thing you’ll want to do is select a District where to send your forces. Each one will consist of multiple locations to explore and a corresponding set of available Missions.
District selection will allow you to modulate:
- The overall content difficulty.
- The “High Alert” duration - that is to say the number of Shifts (1 Mission = 1 Shift) during which previously attacked HQs will become impossible to raid again.
- The base amount of XP gained by Fighters after each battle.
- The number of other enemy Gangs present, and whom you might encounter.
- The Enemy Crew Rating (the relative strength of enemy Gangs)
- The Sector Rewards (potential Salvageable Resources from all Missions in this District)
Each District will also have its own associated House Request - a special, randomized and optional challenge that you can accomplish for additional Completion Rewards.
Setup Facilities and use your growing Infamy.
When entering a new District, you’ll be given the opportunity to select up to 2 different Facilities, which will grant you different bonuses at specific intervals. In the same way, you’ll also be able to spend your acquired Infamy Points - a resource bound to your entire Player Profile, meaning it can be spent on any of your created Gangs - to purchase and upgrade Infamy Skills, which are modifiers that will be implemented in the current District.
While Facilities will only provide benefits, Infamy Skills will sometimes require you to make a trade-off decision, for example increasing the HP or damage output of all enemies in the Sector, in exchange for extra Credits and Reward Caskets at the end of Missions.
You will be able to gain more Infamy Points by completing numerous and various Infamy Tasks - akin to Profile Achievements - that can be earned in all 3 Game Modes (ex: Put 10 Brawlers Out of Action / Win a Contest battle in PvP / Complete Story Mission 5 / etc.).
Enter the fray!
You’ve set the table, now comes the meal.
Every Shift, each Gang Commander present in the District (that means both you and the AI) will select a Mission they wish their Gang to undertake. Since the number of Missions available at any given time will be finite, this will lead rival Gangs to encounter one another on the battlefield, vying for the same resources and trying to accomplish the same objectives before the Sector’s entirely depleted.
Here comes the first twist - Gangs won’t know what Missions others have selected before confirming their choice. This will lead to very different possible scenarios. You could, for example, be the only Gang entering a location - in which case you’ll automatically succeed the Mission and reap its rewards. On the other hand, you and 3 other rival Gangs could all choose the same target - in which case all four of you will deploy your forces on the same map… and you can imagine what’ll then happen next.
There will be instances where 2 or 3 AI Gangs will select a Mission different from your own, in which case they’ll battle it out between themselves, and you’ll receive a Mission Report indicating who came out on top.
Another kicker comes from the emergence of certain events, which will influence your strategic opportunities and decisions on the District Map. Pieces of intel will sometimes lead to the discovery of incredibly valuable artefacts, inciting multiple Gangs to rush to their location. It is also possible for you - and rival factions - to uncover the emplacement of one another’s Headquarters (HQs). When this happens, you’ll be given the opportunity to attack/defend these fortified locations to steal your enemies’ hard earned resources, or to protect your own.
Maintain, grow and customize your Gang and Fighters
Between each Mission, you’ll be able to return to your Hideout, in order to manage the members of your Active and Reserve Crews - recruit new Fighters to replace the fallen, swap members in your roster, upgrade Stats, Skills and Equipment loadouts, as well as heal Injuries by replacing limbs with Bionics, install Implants, and more.
An endlessly-replayable loop to strengthen your Gang before bringing it online
While Operations are meant to offer all players an endlessly replayable loop of fun and challenging single player content, this mode will also be the perfect place to experiment with all of the game’s interrelated systems in order for you to create, grow and customize the perfect Gang - one you’ll be able to take online to prove your absolute dominance of the Underhive over other players!
3 - ONLINE* SKIRMISH: TEST YOUR METTLE AGAINST OTHER PLAYERS!
*Offline Custom Skirmish Matches against the AI will always be available.
Now that we’ve covered the single player aspects of the game in more details, let’s take a look at what Necromunda: Underhive Wars will offer to players eager to take their Gangs online against other players and/or AI opponents!
If you’re looking for PvP (or PvPvE) action, you’ll be able to find it in two different ways - Contest and Exhibition - in either Matchmaking or Custom Matches - all featuring a multitude of different Objective Scenarios and rulesets to create tense and action-packed matches in one of the game’s 26 sprawling hand-crafted vertical environments.
No-holds-barred online action: Contest and Exhibition
Whether you’re aiming for a more casual play experience, or looking to up the stakes of battle, we’ve got you covered! The Contest and Exhibition online modes will both allow you to play 1v1, 2v2, Free-for-All and Custom scenarios against other players, while presenting different rewards and consequences.
Exhibition - Practice makes perfect
If you’re just looking for a friendly match, Exhibition is the mode you’ll want. This setting will allow you to create casual bouts (either in matchmaking or custom matching) that act as practice, consequence-free battles. Exhibition matches will not impact your Gang beyond the scenario, but will offer no specific rewards to the winner(s).
Contest - Where legends are born, rewards gained, and lives lost
Once you’re confident enough in your Gang’s abilities, and your own skills as a commander, you’ll naturally want to head to the infamous Contest grounds. This high-stakes multiplayer mode will offer the same customisable settings as Exhibition, but with more...permanent repercussions.
At the end of every Contest match, the winning Team(s) will be recompensed with a Reward Casket. All items looted from the environment by your Fighters over the course of the battle will also be yours to keep - including any equipment stolen from fallen enemies!
The flipside is this: negative consequences will also carry over, meaning Contest matches always involve a possibility of losing gear and receiving injuries, which might sometimes even lead to death for unlucky Fighters.
Matchmaking vs Custom Matches
Whether you’re playing in Contest or Exhibition, you’ll be able to select between automated Online Matchmaking, or to create your own Custom Matches.
Matchmaking will allow you and up to 1 party member to measure up in 1v1 or 2v2 matches against random opponents, sporting a Crew Rating similar to yours in order to ensure balanced match ups.
This setting will randomize the type of Objective and Map upon which scenarios are played, and comes with a default turn timer. Using matchmaking will also reward all players who remain in-game until the end of the match with a Participation Casket.
Custom Matches, finally, will allow players to host private matches with 1-3 other party members and/or AI Gangs, in order to create tailor-made scenarios.
These Custom Matches will allow you to:
- Choose the number of Gangs (1 to 4) taking part in the Mission.
- Set the composition of teams (anywhere from 1-4), allowing you to create any type of team game or Free-for-All encounter: 1v1 / 1v1v1 / 1v2 / 1v1v1v1 / 2v2 / 1v3 / 1v1v2.
- Choose a desired Scenario Objective
- Select a specific Map
- Set custom Turn Timers
THANK YOU!
This concludes today’s second entry of our DevBlog Series, and we sincerely hope you’ve enjoyed this preview of all the different Game Modes you’ll find in Necromunda: Underhive Wars. As always, we want to sincerely thank you for taking the time to read through today’s entry.
Between the explosive 15-mission Story Campaign, the endlessly replayable Operations and all the options available for both online and offline Skirmishes, we’re absolutely convinced that you’ll find plenty of content to sink your tactical teeth - and Heavy Bolters - into, once the game finally releases!
Until then, don’t hesitate to join our official Discord, as well as follow us on Twitter, YouTube, Instagram, Facebook and Twitch to be among the first to know more about Necromunda: Underhive Wars.
Best regards,
The Rogue Factor and Focus Home Interactive teams
I bet they used 3rd person camera for console reasons. This and the map both screamed "consoles!" to me. While the game was still enjoyable, it took me quite some time to get used to the awkward controls before I stopped getting lost (especially in the beginning of scenarios where your warbands starts scattered).That's mordheim again in few words, while i liked that game i still don't understand why the put the third person camera for a turn based game
Lame! The Bottle Test was cool.
No Psykers? Boring.
Realism aside, it's simply good gameplay to have a legit mechanism for making a losing player forfeit instead of letting them run and hide for hours. I guess in this game that will be less of an issue since it's small squads only.If a ganger sees two friends getting chunks stripped off them by a heavy bolter... surely it's worth a dice roll to see if they run off?
I guess in this game that will be less of an issue since it's small squads only.
NECROMUNDA: UNDERHIVE WARS DEVBLOG 03 - ENVIRONMENTS
WELCOME!
Greetings, friends and fellow Necromunda fans.
We hope this message finds you well, and that you’re having a great week so far.
As promised, we’re back today with a new DevBlog entry - one that will this time be entirely dedicated to the presentation of the game’s numerous environments!
Like we briefly mentioned in our last DevBlog #2 - Game Modes, all 26 of Necromunda: Underhive Wars’ maps will be playable in each of the title’s 3 main Game Modes (Story, Operations and Skirmish). More than just a nice scenic backdrop for the action to take place in, each one of these hand-crafted environments has been specifically tailored to provide you with fun and meaningful tactical opportunities, across different types of scenarios and objectives.
From smaller arenas designed for brutal close-quarters engagements, to sprawling vertical complexes surrounded by jaw-dropping vistas, we’ve worked really hard to recreate the many iconic (and treacherous) landscapes of the Underhive, in ways that would both stay true to the source material, as well as expand upon its original grimdark vision of Mankind’s far-future.
While our two past DevBlog entries have been rather text-heavy, we thought we’d change the formula for today’s installment, in order to let the environments themselves do the talking.
And so, without further ado, we invite you to grab a cup of your favourite beverage, make yourselves comfortable, and dive right in.
JOURNEY THROUGH THE UNDERHIVE
Synth Still
Linked together by an unfathomable number of derelict pipes and ducts, endless fields of immense cisterns are used to hold the myriad of dangerous chemicals produced and discharged by the Hive's restless manufactorums.
Cargo Dome Arena
In a place once rumoured to be a prime hauling site for stolen freight now lies an infamous arena, used by underhive gangs in no-holds-barred, merciless contests of survival, where fortunes are won and lives lost.
Hangar
Once a bustling transport center filled with the noises of endlessly transiting cargo, this ramshackle hangar has now become a locus of violence among the local gangs, vying with the utmost ferocity for every remaining scrap of salvageable materials.
Hangar Roof
This towering structure was once walked by the logistics overseers responsible for the uninterrupted conveyance of goods below. It is now a heavily contested vantage point, fought over by gangs wishing to survey and control the surrounding territory.
Switchyard
Acting as a connection hub between several ancient rail lines, this rotating dome also contains various storage warehouses and infrastructure facilities, vital to the transport wagons linking the hive's different sectors.
Switchyard Alley
A former housing block soon reclaimed by the unrelenting sprawl of machines and industry, this old passage has witnessed countless generations of maintenance workers accountable for the ceaseless flow of equipment and merchandise within its grounds.
Switchyard Roof
This flooded facility once acted as the nerve center of all transport operations held within its dome. Nestled in a strategic location, the site has long since been overrun, fought over and fortified by Gangs eager to use it as a base of operations.
Gunshell Factorum
This complex is known to have produced untold numbers of Macrocannon shells - gigantic ballistic casings produced here before moving on to assembly, and finally being shipped off-world, to fuel the edifice-sized gun batteries used by the Imperial Navy's warships in devastating broadside volleys.
Gunshell Yard
An industrial waste pile, filled with abandoned ordinance and rubble from the foundry above. Countless gangs and scavengers have stalked these halls, eager to scrape a living from the mountains of discarded shells amidst the fumes of molten alloys.
Abandoned Infirmary
Over the millennia, many complexes such as this one were built to house the medical amenities, supplies and specialized equipment used for the provision of summary healthcare services required to maintain each Sector's production quotas.
Palanite Commissary
This fortified outpost lies in a strategic location guarding access to the Sectors beyond. Once occupied by a garrison of Hive Primus Enforcers, the run-down barracks within now serve as a formidable redoubt for Gangs bold enough to claim them.
Discharge Station
Arrays of unstable plasma coils used to be brought here for discharging into massive power cells. Dangerous work to be sure, on top of which the frequent energy surges were also known to attract exotic - and often lethal - types of underhive creatures.
The Arboretum
With flora cultivation being next to impossible in the underhive, entire domes were dedicated to the growth of but a few specimens. Far too costly to use as food sources, these plants and their fungal parasites are instead harvested for the production of various chem components.
Stinger Mould Sprawl
Originally constructed as a docking station used for the triage and dispatching of organic cargo, this facility was then expanded to accommodate growing beds of exotic fungi species - the spores of which have long ago begun to spread in a completely untamed manner.
Gear Factorum
Many generations of workers have spent their whole lives ensuring that this factory's giant smelters, conveyors and metalworking machines would never come to a halt. Relentless cogs in a wheel - just like the objects they were forced to produce.
Nautica Station
With water being such a rare commodity in the hive's lower levels, many facilities were built to store and purify the few available reserves. As new Sectors were added on top of old ones, some of these installations were abandoned, forgotten or deemed too polluted to maintain.
Heat Sink Epsilon 73
Deep within the Hive are many giant power stations. Using any and all possible sources of energy, they generate the enormous amounts of power required to fuel the continued extraction and transformation of every ounce of the planet's available resources.
Water Still
Enormous receptacles and treatment facilities were once built to collect, decant and process the precious water found in the noxious liquids that percolate in the frozen and still wastes of the Hive's entrails.
Chemical Pools
An inevitable byproduct of the industry above, untold amounts of toxic and irradiated chemicals are continuously discharged to the lower levels of the Hive. Extremely dangerous, these oozing effluents are nonetheless reprocessed to extract any possible remaining value.
Abandoned Railway
Once a vital rail line for the transport of goods, this tunnel fell into disuse centuries ago when a ceiling collapse was deemed too expensive to clear. Only the Gangs now walk these halls, eager to harness the energy still produced within.
Maintenance Shaft
A utility shaft containing sewage mains, water filters, and purifiers. Thousands of miles of tunnels like this ensure the proper functioning of the Hive, with many of them having been reclaimed by Gangs using them as hideouts against rivals and Enforcers.
Conduit P9.2030-208
A ruptured cooling conduit has transformed this former maintenance tunnel into an inhospitable, frigid deathtrap, although the remaining power cells have allowed Gangs to keep using it as a place from which to conduct illicit operations.
Sludge Sea
Industrial effluence flows downhive from miles above, often creating its own path. Structural erosion and toxic miasma are constant hazards in the Underhive's forgotten tunnels - though they are far from being the only dangers.
Corroded Catwalk
The underhive is full of labyrinthine catwalks and elevated passages, some being the only routes left connecting adjacent sectors. Gangs often occupy these strategic choke points, eager to maintain a stranglehold on any wishing to traverse them.
//[Incoming_scrambled-transmission_cogitator-cypher-required]//
2f 2f 5b 53 4c 2d 32 31 2e 34 2d 75 6e 6b 6e 6f 77 6e 2e 6c 6f 63 61 74 69 6f 6e 5d 2f 2f 0a 0a 54 68 69 73 20 63 6f 6c 6f 73 73 61 6c 20 73 74 72 6f 6e 67 68 6f 6c 64 20 67 75 61 72 64 73 20 74 68 65 20 65 6e 74 72 61 6e 63 65 20 74 6f 20 61 20 73 65 65 6d 69 6e 67 6c 79 20 69 6d 70 72 65 67 6e 61 62 6c 65 20 2f 2f 5b 74 72 61 6e 73 6d 69 73 73 69 6f 6e 5f 65 72 72 6f 72 5d 2f 2f 2e 20 41 6c 74 68 6f 75 67 68 20 74 68 65 20 6f 72 69 67 69 6e 73 20 6f 66 20 69 74 73 20 63 6f 6e 73 74 72 75 63 74 69 6f 6e 20 61 72 65 20 75 6e 6b 6e 6f 77 6e 2c 20 74 68 65 20 63 6f 6d 70 6c 65 78 20 69 73 20 72 75 6d 6f 75 72 65 64 20 61 6d 6f 6e 67 20 47 61 6e 67 73 20 74 6f 20 62 65 20 2f 2f 5b 74 72 61 6e 73 6d 69 73 73 69 6f 6e 5f 65 72 72 6f 72 5d 2f 2f 2e 0a 0a 49 74 20 69 73 20 73 61 69 64 20 74 68 61 74 20 74 68 6f 73 65 20 77 68 6f 20 6d 61 6e 61 67 65 20 74 6f 20 70 65 6e 65 74 72 61 74 65 20 74 68 65 20 66 61 63 69 6c 69 74 79 2019 73 20 6f 75 74 65 72 20 6c 61 79 65 72 73 20 6f 66 20 64 65 66 65 6e 73 65 20 77 69 6c 6c 20 66 69 6e 64 20 61 6e 6f 74 68 65 72 2e 2e 2e 20 2f 2f 5b 74 72 61 6e 73 6d 69 73 73 69 6f 6e 5f 65 6e 64 65 64 5d 2f 2f
THANK YOU!
This concludes the third installment of our DevBlog Series, and we sincerely hope you’ve enjoyed this first preview of Necromunda: Underhive Wars’ many environments! A lot of work has gone into designing, creating and polishing these maps, and it’s a huge pleasure for us to be able to finally showcase them in such a manner today.
As always, thank you very much for your continued interest in this project, and for taking the time to read through today’s entry. We’ll be back very soon with more exciting content - and a very anticipated announcement. Until then, don’t hesitate to join our official Discord, as well as follow us on Twitter, YouTube, Instagram, Facebook and Twitch to be among the first to know more about Necromunda: Underhive Wars.
Best regards,
• The Rogue Factor and Focus Home Interactive teams