Necroheim: Mordheim Using the Necromunda Rules – M17 Edition
Have you ever wondered what Mordheim might look like if it used the rules from the newer edition of Necromunda?
I've had a go at making it happen!
I've been working on a fan-made conversion of Mordheim using the Necromunda: Underhive rules as its foundation. I'm not entirely sure what to call it. Necroheim? Mordmunda? The M17 Edition? I'm still undecided, so for now I'm going with Necroheim!
The idea was to bring the gritty, campaign-driven skirmish gameplay of Mordheim into the newer Necromunda rules system, while keeping the warbands, fantasy setting and character of the original game.
It's fair to say this is a work in progress. The rules have been cobbled together a bit like Frankenstein's monster, and there are almost certainly mistakes, inconsistencies and things that need balancing. Don't expect a polished, officially published rulebook!
That said, I thought it was worth sharing. Hopefully, other Mordheim and Necromunda fans might find something useful here, have some fun trying it out, or even use it as a starting point for their own house rules and conversions.
If you give it a go, I'd love to hear what you think.
Download the Necroheim Rules
Necroheim – Mordheim M17 Edition
The conversion is available through the following links:
Google Drive: Download the Necroheim rules
What's Included?
The document aims to convert the original Mordheim rules to the Necromunda: Underhive rules system. It brings together the core mechanics, campaign elements, equipment and warbands needed to play a fantasy skirmish campaign.
The contents include:
Core rules – the main rules framework for playing the game.
Armoury – weapons and weapon traits.
Psychology – rules for the psychological side of fantasy skirmish combat.
Magic and magical miscasts – bringing spellcasting and its risks into the adapted system.
Campaign rules – rules for continuing your warband's story between battles.
Skills – abilities to develop your warriors.
Injuries – consequences for warriors who don't come through a fight unscathed.
Exploration chart – campaign exploration rules.
Scenarios – including rescue missions.
Warbands
The conversion also covers a range of classic Mordheim warbands and other fantasy factions, including:
Reiklanders
Middenheimers
Averlanders
Ostlanders
Cult of the Possessed
Witch Hunters
Sisters of Sigmar
Undead
Skaven
Orc Raiders
Dwarf Clansmen
The aim is to provide a framework for playing these warbands using the adapted rules, rather than simply transplanting the original game unchanged.
An Unofficial Fan Project
This is an unofficial fan-made rules conversion, created for fellow tabletop gaming enthusiasts. It is not endorsed by or affiliated with Games Workshop.
The original Mordheim and Necromunda games, along with their associated names, artwork and intellectual property, belong to their respective rights holders. This document was put together as a fan project, drawing on the Necromunda rules and the work of the community behind the Necromunda Comprehensive Rulebook.
Have a Go and Let Me Know What You Think
Necroheim is very much a work in progress, and I'd be interested to hear how it works in practice. Are there rules that need changing? Have I missed something important? Could the conversion be improved?
If you try it out, or use it as inspiration for your own Mordheim house rules, let me know in the comments.
And if you come up with a better name than Necroheim or Mordmunda, I'm all ears!


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