Hive Secundus, once the shining pinnacle of Necromunda, is now a haunted, alien-infested hell.
A bastion of education and enlightenment, Hive Secundus was where Necromunda’s greatest minds were encouraged to prosper... until the Inquisition discovered the insidious truth lurking at the heart of Necromunda’s second city. The cancer was so deep-seated that Hive Secundus was razed to the ground, and the ruins declared quarantine extremis for more than a century. But, even the most diabolical weaponry in the Imperial arsenal couldn’t destroy the horrors below the Jewel of Necromunda... or the lost treasures that draw gangs into its grasp.
It is time to leave Hive Primus as Necromunda: Book of Desolation introduces gangs to the perilous landscape of the abandoned hive. They will clash in search of priceless, ancient archeotech, all the while hunted by xenos horrors and the corrupted servants of the Malstrain.
Inside this 144-page supplement, you will find: – Beyond the Dust Wall: Details about the terrifying Malstrain threat that lives in the Secundan abyss and Lady Haera's journey into the depths of the Underhells. – New Gangs: Rules for fielding Spyre Hunting Parties and Malstrain gangs, as well as modifying gangs to be Secundan Incursion gangs or Malstrain Corrupted gangs. – Desolation Campaign: A complete campaign for all Necromunda gangs in the Secundan Exclusion Zone. – Scenarios: Six new scenarios for the Desolation Campaign, including rules for using Roaming Horrors. – Ferryman Teams: Rules for including these guides to the Secundan Exclusion Zone in your Necromunda campaigns. – Vehicle Rules: A new Custom Rig profile and new vehicle Upgrades and Wargear. – Gang Tactics: Two new sets of gang tactics for players fighting in the Underhells of Hive Secundus and Spyrer Hunting Party gangs.
This is an expansion to Necromunda – you'll need a copy of the Necromunda Core Rulebook, available separately, to use the contents of this book.
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If an editor is known, however, Various is not necessary. List the name of the editor as the primary author (with role "editor"). Contributing authors' names follow it.
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This book focuses on gaming within the ruins of Hive Secundus with new gangs, allies and campaign rules for fighting in the devastated area beyond the Dust Wall.
The book includes some background on the fate of Hive Secundus alongside a short story about Lady Haera’s journey into the depths of the Underhells to find a powerful weapon that she can use against the usurpers of House Aranthus. The book also includes the background for Spyrer and Malstrain gangs, as well as Abyssal Ferryman Teams, who gangs can hire to help them get to the Underhells. All this lore is interesting, particularly the retcon that changed the Spyrer suits from being based on xenos tech to being based on archeotech, as I feel this fits the setting better. The artwork and miniature photography in the book is as good as usual, and there are a couple of nice maps of the area surrounding the ruins of Hive Secundus as well.
The rules in the book are as good as normal. The Spyrer Hunting Party in particular is very nice, with the four suits from previous editions being expanded with additional weapon options, and the addition of a Hunt Master whose suit can mix and match weaponry from other Spyrers (although they can’t use Yeld wings unfortunately). The rules for Malstrain gangs come in two flavours, pure Malstrain Gangs, and regular gangs that have been corrupted by the Malstrain Genestealers, allowing them to take a limited number of Malstrain units. Both these types of gang have reasonably good rules, even if pure Malstrain Gangs can’t really be used outside of a Hive Secundus campaign. The Abyssal Ferrymen Teams rules seem quite good and give players some interesting conversion possibilities, particularly their Custom Rig vehicles. The are also some named characters for all the gangs and Ferrymen, all of whom seem good with my favourite being Lady Haera in her new Spyrer suit, although the clone of the Tech-Priest who originally created the Malstrain is also quite interesting. The book also has the rules for Van Saar Tek-Hunter Specialist for Van Sarr gangs in general, as well as rules for Trazior Pattern Sentry Guns, both of which are good additions to the game.
The book’s rules for Underhells Campaigns are also quite good with unique territories, environmental effects and random encounters that should give players an interesting experience. The rules for the campaign itself seem quite standard, with the main difference being added difficulties to purchasing equipment and new fighters. The scenarios for the campaign are also nicely narrative.
Finally, the book also includes Gang Tactics themed around Hive Secundus and Spyrers, as well as copies of all the special rules and equipment used by the new models in the book.