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Return of Necromunda?

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1 hour ago, pretre said:

Counts-as Guard.

 dude Armageddon had a warlord trait for it! ex gang leader... I would like a unit that could be equipped with gang weapons some combo of all models equipped with like chain swords, pistols, and rapid fire weapons, with access to 2 specialists... maybe a spawn like d3 roll in combat to represent dirty brutal fighting...

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The next generation of Necromunda is less than two weeks away, but it’s only just the beginning. Whether you’re planning on playing with the warrior-women of House Escher or conquering the underhive through the might of House Goliath, thanks to Forge World, you’ll be able to add a bestial bounty hunter to your roster – if you’ve got the credits.


Meet Gor Half-Horn. Nobody knows where this mysterious bounty hunter comes from, or quite how a member of one of the most hated subgroups in the Imperium* managed to get a bounty hunting licence. Look familiar? That’s because Gor Half-Horn is, in fact, a re-imagining of a classic model from Rogue Trader from the abhuman auxilla – inspect him closely and you’ll even notice the Imperial Aquila on his chest.


Wherever he’s from, Gor makes for a valuable asset in your Gang War campaigns. If you’re rich in credits, but your Gangers have an unfortunate habit of dying, or you really, really need a particular rival in the campaign taken out, you can hire Gor for a single game. On the tabletop, he’s a terror, combining mutant strength with a LOT of firepower and a pretty awful temper – whatever you do, if your opponent hires Gor, do NOT let him charge you!

Gor Half-Horn’s rules and fighter card are included with the model, as well as rules for adding him to your gang in both one-off and campaign games of Necromunda. This is just the first of what Forge World has planned for the game of gang warfare in the 41st Millennium – like Blood Bowl, there are plenty of awesome models in the pipeline to support the plastic ktis and gangs you’ve already seen.

This guy will be available to pre-order on Friday, meaning if you get yours, he should show up around the same time as the rest of your Necromunda orders.

*narrowly beating out pacifists and the insufficiently pious, but falling just short of psykers and heretics…

The post Coming Soon: A Beastman in the Underhive? appeared first on Warhammer Community.

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The new Necromunda is just a few days away – have you picked your gang yet? If you’re looking to win your games through speed, guile and deadly chemical weaponry, House Escher gangs are for you. With this info, you’ll be playing like a seasoned champion when your copy arrives.



Escher Gangers are fast, smart, and fragile. With a 5” move, you’re a hair more mobile than the Goliaths, and the BS and WS on your average ganger is a respectable 4+, allowing you to take advantage of both ranged and melee weapons.


Strength and Toughness 3 aren’t superb, but there are a few ways to overcome this – we’ll be going into the weapons you’ll be able to equip your gangers with in the Gear section.

Each of your fighters has a solid Initiative, Will and Intelligence, meaning that – generally speaking – you’ll be able to rely on your fighters to open doors and caches when you need them to.


Whether you’re playing with the Warhammer: Underhive boxed set or Gang War, Escher gangs have an unusual and varied armoury. Generally speaking, Escher Gangers can be equipped in one of two ways, either packing cheap and reliable weapons like lasguns and autoguns, or armed with some more esoteric weaponry, like the shock whip or “Nightshade” chem-thrower.

Auto and las weapons might not be flashy, but they get the job done, and Escher has access to loads of them. Lasguns are perfect for keeping gangers cheap when filling out your roster and leaves some room in your starting list for some promising Juves. Meanwhile, autopistols are a great pick for a Juve, boasting a solid rate of fire while still being pretty reliable.


In close combat, every Escher can take a stiletto knife, power sword or shock whip. All of these weapons are more costly than average, but perform excellently against a variety of targets – which one you pick will be down to personal taste. The power sword is a superb all-rounder, capable of parrying incoming attacks and slicing through armour, the stiletto knife can take even the toughest gangers Out of Action thanks to its venomous tip, and the shock whip can be fired at short range like a firearm, representing its superior reach.

All Escher gangers (apart from Juves!) can take plasma pistols. While these weapons have a nasty habit of running out of ammo (or exploding!) they’re pretty powerful and suit the short-ranged warfare the Eschers aim to excel at. You can try to keep a reasonable distance from deadly close combat Goliath gangers, but still perform well if things get too close, thanks to the weapon’s Strength.


Finally, House Escher gangs can take a range of lethal Toxin and Gas weaponry, including the aforementioned stiletto knife. These weapons bypass the normal process for wounding fighters and are therefore perfect for the low-Strength Escher.


The needler/bolter combi weapon has superior range, while the chem-thrower can hit multiple fighters at once – catch your opponents off-guard, and you could clear up an enemy gang in a single gout of toxic gas. Gas grenades give every Escher ganger a deadly backup weapon and are particularly punishing against grouped fighters – particularly devious leaders might want to use one of their fighters to bait multiple chargers as a way to set up a particularly deadly shot.



There are loads of skills to choose from when setting up your starting gang, but we’d recommend picking defensive abilities from the Agility set for starters. Dodge and Step Aside allow fighters to avoid attacks and ensure that your most costly Champions don’t end up a liability in your games.



For your leader, consider some Leadership skills; while it’s tempting to turn your boss into a close combat killing machine, abilities like Mentor and Commanding presence help you make the most of the rest of your gang and help you press your numerical superiority against the foe.




When playing with an Escher gang, you’ll be relying on cunning to keep your key fighters safe. While you may lack the durability of a Goliath gang, there are several ways to make sure that your key fighters stay alive and get to choose their fights.

Firstly, you’ll want a couple of low-cost gangers to lead any forward assaults. The purpose of these guys is to absorb incoming fire from your enemy’s heaviest guns – in Necromunda, models can usually only fire at the closest target, so keeping your characters safe is sometimes just a matter of having enough meatshields (such is life in the underhive!).

Secondly, in games on 3D boards, you’ll want some gangers with long ranged weapons hanging back to Pin key enemy fighters. Autoguns are great for this – while they might not be particularly strong, their rate of fire makes up for your average Escher’s BS and should suffice to keep any particularly nasty Goliath gangers ducking for cover, making space for the rest of your gang to advance.

Positioning is key for the bulk of your Escher gang. Weapons like the “Nightshade” chem-thrower and gas grenades allow you to control space very effectively, but you’ll want to place your fighters carefully so you don’t end up injuring them.

In short, Escher gangs reward devious players willing to make use of cover and mobility with a range of deadly tricks – equip yours with a variety of weapons, pack a chem-thrower or two and the underhive will be yours in no time.

Want to start your own Escher gang? The Necromunda: Underhive boxed set has everything you need to start playing Necromunda, while Gang War allows you to run campaigns with expanded lists for skills, gear and founding your gang. Meanwhile, if you just want some reinforcements or extra weapons, the Escher Gang boxed set contains 10 new fighters for you to recruit – pre-order all of them today.

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Are you ready for the new Necromunda? If you’re looking to win your Gang Wars with brute strength and terrifying firepower, the Goliaths are the gang for you – and we’ve got some top tips on using them.



House Goliath gangs boast superb characteristics by the standards of Necromunda, with distinctly above-average Strength and Toughness allowing them to deal some extra damage in close combat and take a beating in return.


Where Goliath gangers suffer is their Will and Intelligence characteristics; a constant diet of growth hormones, stimms and extreme violence doesn’t do much for one’s temperament. As such, they’ll be better off trying to batter through any doors or caches they come across, rather than attempting the difficult work of decoding the access panels! Goliaths do possess an excellent Cool stat, however – this isn’t a representation of how awesome a model looks (otherwise they’d all have a 2+!) but how they respond to crises, such as watching fellow fighters killed, mid-game.

Just watch out when you’re recruiting Juves in Gang War! Juves in the new Necromunda are the lifeblood of any healthy gang, accumulating new Skills and advancements faster than their comrades. However, Juves often possess a weakened profile; Goliath Juves, for instance, only have a Strength and Toughness of 3. You’ll have to work hard to keep them safe in the early battles of your campaign, lest you hurt your gang’s future prospects.


The Goliath armoury is packed with unusual weapons, characterised by short range and heavy damage. You’ll be able to arm your gangers with brute cleavers, fighting knives, spud-jackers, power hammers and the savage renderizer. Which ones you use will come down to personal taste; we’d recommend experimenting with wielding a different close combat weapon in each hand. The brute cleaver, for instance, can disarm a foe, while the spud-jacker can knock foes back, making them handy secondaries.


What might surprise you about the Goliaths is their deadly ranged weaponry. The combat shotgun is a fantastic choice for any ganger, capable of firing heavy slugs or delivering a template-shaped burst of shrapnel, while the stub cannon takes the principle of a revolver and super-sizes it, creating a weapon few outside the gang could even lift. Meanwhile, for the toughest of targets, the ‘Krumper’ rivet cannon is a deadly piece of heavy-duty hardware. With a ferocious rate of fire, decent AP and high Damage, this weapon doesn’t possess great range but can chew through enemy fighters with ease close up and is particularly nasty in Zone Mortalis games, where short-ranged shooting reigns supreme.


It’s worth noting that grenades are deadlier in the hands of Goliath gangers than anyone else thanks to the way the Necromunda rules work. When throwing a grenade, the range is determined by multiplying the thrower’s Strength by 3, so Goliaths can propel theirs up to 12”. This is a great way to punish bunched-up packs of low-toughness fighters like Escher gangs, or bust open a stubborn door with a krak grenade to set up a surprise attack with another ganger.


In Gang War, you’ll be able to upgrade your Goliath Gangers with skills from the Brawn and Ferocity skill sets, with options later to take skills from Combat and Shooting. These skill sets lend themselves towards close warfare, with one of our favourites being Bulging Biceps; it’s effective whether you’re wielding a heavy weapon or just want to see how much carnage you can cause swinging a renderizer with one hand.


Another favourite, Bull Charge, is a deadly ability, albeit a simple one – if an enemy makes the mistake of standing near an edge, simply charge them and try to knock them off! Berzerker is a Ferocity skill that adds an additional attack dice to your close combat actions when you charge – as you’d expect, this couples superbly with Bull Charge and is a great choice for a second skill if you level up a Champion or Leader in your campaign.



With Goliaths, you’ll want to keep your gang close together, making good use of cover before you’re close enough to the enemy to start shooting at them. You’ll be most effective at mid-to-short range – remember, even an ostensibly “ranged” Goliath ganger is a force to be reckoned with in close combat. One strategy you may want to try is using “sacrificial” gangers to try and bait out enemy charges. Thanks to the high Cool characteristic of the rest of your gang, watching a comrade go down is unlikely to trigger a failed Nerve test. In your next activation, you’ll be free to follow up with a deadly charge from several of your fighters, before forming up again into a defensive wall.

Follow these tips, and you’ll be at the head of a sizeable and seasoned gang of musclebound murderers in no time. You can pre-order more fighters here, secure your copy of Necromunda: Underhive here, and stock up for the coming Gang War here.

The post Tactica: House Goliath appeared first on Warhammer Community.

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And while you’re there, you might want to pick up the underhive’s newest bounty hunter. Step aside Kal Jerico, because Gor Half-horn is in town!


This abhuman Beastman – yep, they exist in the grim darkness of the far future as well – is the first in Forge World’s range of resin characters for Necromunda. The model is based on a classic Warhammer 40,000 Beastman, and comes armed with a unique plasma pistol and a rather vicious-looking chainsword. Gor is armoured and even bears the winged skull symbol usually unique to the Astra Militarum. Want to know what benefits he’ll bring to your gang (besides his weapons and undoubted charm)?


Download his rules right here:







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