Necromunda Custom Board Tiles

Hawkins44

Gang Hero
Yak Comp 1st Place
Due to noticeable interest from the community, I decided to make this page an informational one.

Because GW decided to discontinue the original boards, and we are not likely going to see any rereleases, or new releases (Let's face it, it's not Primaris Space Marines), I decided to create some of my own tiles, for the people to print and make at home.

These tiles are meant to supplement the original set but can be used standalone. Most of the tiles have rearranged walls or added elements to create unique and interesting layouts. Some have special rules, both passive or active, or have interactive elements for your gangers to screw around with, to change how the battlefield behaves, or to gain an advantage over the opponent.

Sets:
The City of Curtain Falls
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Curtain Falls is a capital city of the 235th Precinct, located at the very edge of the hive, under and beyond the outer wall of the hive, sprawling through old, decommissioned Uranium mines.

Tileset contains 20 tiles in very almost identical graphical style as the original tiles made by Games Workshop Ltd., that contain several industrial, civilian, and infrastructure-themed tiles, including a leaking steam pipeline, functional elevator, or a train line passing through the Underhive.

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Hydroponic Station λ-9
Under construction (10/18)

Hydroponic station λ-9 was an Adeptus Mechanicus research station, ran by a Magos Genetor, that was researching ways how to grow nutritional crops, fruits, and vegetables in the hot, damp, and artificial environment of the Underhive. The research went on for a couple of decades, and after it concluded, the station was abandoned and sealed off, only to be rediscovered many years later by the hive dwellers. Meanwhile, the plants inside grew and flourished.

Abandoned hydroponic-themed (jungle) tileset, with both partially, and completely overgrown tiles, which are compatible with the original tileset. Apart from unique wall layouts, it contains overgrown irregular buildings and even some environmental hazards. Only partially overgrown tiles are compatible with the original tileset with correct alignment.
Fully overgrown tiles look best when connected only to the partially overgrown tiles, but technically are compatible as well.

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Sump City Harbor
Planned: designs are being drawn

Harbor in the Sump City is a very busy place, bustling with trade and traffic, but is not exempt from the ever-present gang warfare, power struggle, and sheer fight for survival. Thus, the canals and waterways often turn into a deadly, open battlefield. This is only strengthened by the fact many canals always serve as a natural border between turfs and territories.

Harbor-themed set, allowing you to fight over, and in, various canals, drains, waterways, jetties, and marinas. Apart from plenty of open space, the water itself poses an obstacle players have to count on when planning their advance. While falling into the water is surely nothing comfortable, it is, usually, far from deadly. Usually.
It also gives plenty of room for use of various boats, floats, or rafts for narrative play.
Set is fully compatible with the original tiles made by GW, except for the water parts.

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Dead man's caverns
Under construction (2/20)

Behind the cold, damp ferrocrete walls of the man-made maze that is the Underhive, is a completely new world. A world that is yet unclaimed, and unconquered by man. Yet, in these dark tunnels, rocky domes, claustrophobic corridors, long-abandoned mine shafts, and steep ledges up above the bottomless abyss, people from the Underhive search for hidden riches, or to prey or scavenge from those who found their demise while doing just that.

Cave-themed set, with irregular terrain features, in addition to both open wide spaces, and tight corridors
Will contain basic cave tiles, tiles with various environmental hazards, dangerous ledges, abandoned mineshafts, underground rivers, bubbling lava flows, and even transition between the cavern system, and regular Underhive tiles, making it compatible with the original GW tiles.
Due to the requirement of making completely new graphical assets, this will take a while to make.


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INFO:
- This is a completely free, and unofficial product, using copyrighted material from (not only) Games Workshop. All rights are reserved to their respective owners, no challenge to their IP intended.
- If you have any questions, be sure to ask in this thread, or contact me through DMs.
- Tile design suggestions and feedback are ALWAYS welcome.
- Tilesets do not follow any set release schedule. It will be released once it's done and I'm happy with it.
- Manual how to print and put the tiles together is included in each set. The default way is to recreate the style original tiles are made, so two-sided, with similar features on each side. Some DYI skills, and possible monetary investment for printing and buying cardboard tiles are required from your side.
- You are free to print out the entire set and assemble it by the book, print just the tiles you like, or even multiples of one tile. You are not limited in any way.
- Also, I'm no professional graphic designer or artist, only an interested enthusiast. While I pay great attention to details and authenticism, the quality of my work is hardly of top-notch professional quality, as corners are sometimes cut to ease the already very time-consuming process. These corner-cuts should not be noticeable at the first sight, though.
- Subtle references might be found, usually related to the 'older' pop culture, mostly videogames.
- I'm not responsible for any mishaps that happen on your side. I'm happy to give advice on how to solve them, though.
 
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Awesome. Have you printed any yet? How well have you managed to match existing boards? Presume, printing and pasting to thicker board.
 
Added:

Rad Dump

Ancient illegal dump of radioactive waste. It used to be sealed within unused chambers, however, the roof collapsed, and the radiation leaks away.

Tile follows the rules for Pit Falls.
In addition, any ganger standing within 1" of the edge, or on the bridge over the dump, rolls a D6 each turn. On natural 6, they suffer a single Flesh Wound.
Note: The radiation is very strong, and so no piece of armor offers complete immunity.
 
Chem Pool: this would be a throw back to ORB as a territory. In ORB ancient chem pits would have slow chemical reactions over the millennia, forming new rare compounds/stones that gangers would hunt down to sell. So this could be a standard toxic sump hazard, but with small treasure tokens representing the rare compounds.
 
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I was thinking of making a tile that offers some kind of advantage over the more common disadvantage or danger, that is easy to get, however, I wasn't able to find anything that could work and don't be silly at the same time, or wouldn't take over the scenario.

Maybe a security booth, where a one-off intelligence check could then open/close any door on the board?
A fusebox allowing to switch off lights without using a tactics card?
 
I was thinking of making a tile that offers some kind of advantage over the more common disadvantage or danger, that is easy to get, however, I wasn't able to find anything that could work and don't be silly at the same time, or wouldn't take over the scenario.

Maybe a security booth, where a one-off intelligence check could then open/close any door on the board?
A fusebox allowing to switch off lights without using a tactics card?
How about a tile with a holographic wall on it. From other tiles it looks just like a real wall but for those on the same tile they can see that its flickering slightly and depending if they're stood within an inch can see through it as if it was slightly transparent, thus allowing them to shoot (or walk) through but they themselves cannot be seen unless the opponent is also within an inch of it?
 
How about a tile with a holographic wall on it. From other tiles it looks just like a real wall but for those on the same tile they can see that its flickering slightly and depending if they're stood within an inch can see through it as if it was slightly transparent, thus allowing them to shoot (or walk) through but they themselves cannot be seen unless the opponent is also within an inch of it?
Certainly interesting idea. The rules could use some streamlining, but the concept of "wall from the distance, not from up close" could work. I don't want it to be too big of rule bloat. the game already has enough of them.

Instead of a holographic wall, it could be a steam cloud leaking from some pipeline, like a form of permanent "smoke grenade".
 
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To be added:

Ruptured steam pipeline

A steam pipeline has ruptured, and the hot steam is leaking into the corridor, filling it with thick mist.

When the fighter is 3" outside of the ruptured pipe, the mist is so thick it can't be seen through. It also interferes with any Infra-sensitive equipment.
When the fighter is within 3" of the ruptured pipe, rules written above no longer apply. the fighter can, however, be seen from the other side.

Open/Close Steam valve (Simple): If a model is within 1" of the valve, it can perform a strength test on a single D6. If the result is equal to or lower than the model's Strength characteristic, the valve is opened or closed. Closing the valve removes all special rules previously applied by the leaking steam.
If more than one models are present within 1" of the valve, each additional model gives -2 bonus to the Open/Close Steam vale action
 
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Street Vendor. Some kind of hut with a hatch which slams shut once there is fighting on his tile (inc. either someone shooting or being shot at). Otherwise small items can be acquired? Ammo/grenade maybe? Or stimms/ utility devices..

Guess I just like the idea that the underhive is actually inhabited.. however reluctantly.
 
A stall or a hut would work like charm on a 3D Sector Mechanicus board not much on a purely 2D board I think, and it is very similar to the Supply Station tile I have already done.
But thanks to your idea, I think I'll add an additional rule to the vending machines, and that it can replenish Out of Ammo basic weapons and grenades.
 
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A stall or a hut would work like charm on a 3D Sector Mechanicus board not much on a purely 2D board I think, and it is very similar to the Supply Station tile I have already done.
But thanks to your idea, I think I'll add an additional rule to the vending machines, and that it can replenish Out of Ammo basic weapons and grenades

Fair enough. That thought did occur to me.

How about a scrap pile? Fighters without cc weapons can pick up a makeshift weapon (e.g. club/maul) on an intelligence check. Just has to have a pile of junk/metal/pipes somewhere on the tile.
 
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