Half Horn the sanctionned bounty hunter !

Tags : specialist game necromunda

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Hello everyone !!

Half horn is on pre order on fw website

Pre order half horn

created : 1 day ago

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Necromunda : Gang progression explained !

Tags : specialist game necromunda

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Hello Everyone :)

Part 4 of the Necromunda review.

See the following post for our Q&A:


(from gang war book)

In this game there is 2 progressions axis : Gang members can gain XP and stuff !!

Experience and Advancement

When gang members participate in a battle they get the opportunity to gain experience points and then they can use them to acquire skills and characteristics upgrade.

Gaining Experience points

A) 3 Standards way of gaining XP :

-A fighter taking an enemy out of action gain 1 xp. If you kill more than one in a single action you gain multiple xp.

-A fighter that take down a champion or a leader gain 1 extra xp.

-A fighter rallying gain 1 xp.

B) Scenario gain :

-Taking part in a battle 1 xp.

-Variable gain (1 xp most of the time) by accomplishing scenario objectives.

C) Misc.

-Rolling 11 on the injury table grant you 1d3XP
-Mentor skill (leadership), Grant 1 extra xp if you are within 6" of the model with the skill.

Spending XP

There is 2 options here : Ganger and not Ganger.

A) Gangers

As you can see It's quite easy. Each time you reach 6 xp you gain one advance by rolling 2D6 and reset to 0XP.
On a 2 or a 12 you become a specialist and can now spend xp and gain skills. But you still count as a Ganger for equipment purpose.

B) Not a Ganger

It's easy too, each model bank is own XP gain, and when you have enough you spend on what you want or need.

Each time you get a new advance you have to pay 2 extra XP per advance you already have.
ps : Juvies ignore this rule so they always get xp at a basic rate.
ps2: During a down time between Turf war, juvie with 5 or more advances become Champion. BOOOM !

Money and equipment

Gaining money or spending money !

Gaining money

There is multiple way to gain money ! The first one is the turf rating, then Special territory, working the turf action, Sell stuff and slave !

A) Turf Rating,

Start at 1, there is no maximum and it can increase or go down after each game played (depending on scenario)
Once per cycle, after you have played the first game, you gain Turf rating X 10 credits. Yea it's going to take a while to buy these dual plasma pistols ^^.

B) Special territory

These are special locations in your turf that have special effects you can exploit.
You have a small chance to gain one each time your turf rating increase. When you gain one you randomly select it.
ps : There is no Archeotech ruins :(

If you are lucky, you gain a territory allowing a Ganger to recolt mushroom or mine. Lot of money but risk for the Gangers doing the job. Just don't use the BS 2+ Ganger ^^.

C) Work the gang turf.
It's the primary source of income at start, each champion or leader can use his post battle action to gain 1d6*10.

D) Sell used equipment and Slaves
Each item can be sold for 5 cred ^^ And you can sell captured Ganger for their value after they had a chance to play a " free this fighter mission" ^^

Spending money

With money you can buy common items, rare items or new gang members !
Each weapons, munition, grenade can be Common or Rare.

A) Common item :

Commons Item are the most basic and the cheapest. There is 2 sources for them, you can buy them from your Gang Armory or from the Trading Post by using one post battle action from a champion or leader.
You pay and get the item there is nothing more to it :D

ps : In the Gang Armory there is no rarity, everything is common but the selection is limited.

B) Rare Item :

In the trading post you can buy nearly everything, but rare items are quite hard to get. Each rare item have an availability score (7 to 11) that you need to get for finding the desired item.
You need to spend one or more post battle action, you roll 2d6 and try to reach the rarity score. You'll get +2 if the boss do a trading post action and +1 for each extra champion helping. There are a few more modifier dispersed in the book but nothing earth breaking. After rolled each member participating in the action can buy one item with a rarity inferior to the score you made.

C) Hire new members.

Spend cred to get new members !
You have to respect certain limitation.
1 leader, 2 champions (+1 champ per 10 points of Reputation).
Gangers must represent half of the fighters in the roster.

That's all for this section !


created : 2 days ago

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The Necromunda Campaign

Tags : campaign specialist game necromunda

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Hello again :)

Post N°3 of the Necromunda coverage.

See the following post for our Q&A:

The Campaign play - the Necromunda we all love.
Gaining territory, Special loot, equipment, XP and selling captured Gangers to the slavers ;)

The Turf War Campaign

The Specialist Games Studio offers us this method to conduct campaign play. In his interview Andy Hoare already talked about how unsatisfactory was the ending of the old campaign.

The play is organised in 4 levels: The lower is the battle played by 2 gangs, then comes the "Cycle", the "turf war", and finaly the Campaign itself.

The Campaign

It's the framework of all the games and turf wars we are about to have.
The rule book advises to decide on a duration because eternal campaigns tend to die unfinished ^^.

At the start, every player (from 2 to X) creates a Gang with 1000 Credits.

At the end of the Campaign every thing is over and you start from Zero again. (Note - of course you can houserule this)

A campaign is composed of X turf wars (depending on the overall duration).


Turf Wars are the rounds of the campaign.
Between 2 turf war sessions you can include new players, create a new gang, abandon your guys ....

During the Turf War, gangs are fighting for territory and reputation. At the end of it we go in "Apotheosis Mode" to conclude the phase.

Apotheosis Mode is a series of climatic battles to see which gang comes out on top! (I'll give more details in another post)

Each Turf War is composed of a certain number of "Cycles". The number of cycles composing a Turf War has to be decided at the start!


Cycles are Turf War turns.

The duration of a Cycle is up to you, but it should allow most players to play one or two games. If your gaming group plays every Friday, a one week cycle sounds perfect.

At the start of each Cycle after the first, the gang gains Turf * 10 credits ! (Note: later in the book it says it happen in post fight sequence).


At last the Gang war, the game itself! During one cyle you can play one or two battles. Each battle is composed of a Pre Match Sequence and Post Match Sequence.

A) Pre fight:

1) Spend XP and recruit a hired gun.

2) Select mission

3) Set up Battlefield.
There are two deploy methods depending on if you play with Zone Mortalis or Sector Mechanicus.

4) Draw tactics cards

5) Choose Crew

6) Deploy.

B) Post fight sequence :

1) Wrap up
Roll for dead and wounded (like in Bloodbowl)

2) Income

Turf *10 credit if it's your first game of the cycle.

3) Receive Rewards (Turf & Reputation)
Roll to see if you win, turf points, special terrains and reputation.

4) Post battle actions
Most exciting change!

These ideas are so awesome :)

5) Update your Roster

basically it's just a Ctrl+S ;)

That's it for the Campaign organisation of the new Necromunda (rules inside the Gang War book)


created : 2 days ago

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Tiles of the UNDERHIVE + Walls and stuff (pics heavy)

Tags : specialist game cute unboxing necromunda

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Hello everyone !!

Second post of our Necromunda coverage. The tiles.

See the following post for our Q&A:

- There are 9 DOUBLE faced tiles.
- Ignore the case you use inches for playing.
- Pit, duct, Slime and stuff have in game effect.
- This is actually a 2D Zone Mortalis (and a lot cheaper).
- Card Board is of good quality.

Tile 1

Tile 2

Tile 3

Tile 4

Tile 5

Tile 6

Tile 7

Tile 8

Tile 9

Plastic Doors :
The weight on these is crazy ! so friggin THICK plastic !

Objectives :
The Cute Tentacule deserves a Cute tag :P


created : 2 days ago

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House Goliath Preview

Tags : specialist game necromunda goliath

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Hello again everyone !!

Warhammer Community released an article about the Goliath Gang !

created : 3 days ago

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Tactica: House Escher

Tags : specialist game necromunda escher

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Hello all !!

Escher preview :

Stats :

We already had the stats from warhammer tv last week, but here the baseline for Escher gangers

Ranged Weapons :

-Escher Gangers can be equipped in one of two ways,

-cheap and reliable weapons like lasguns and autoguns
- esoteric weaponry, like the shock whip or “Nightshade” chem-thrower.

- Autopistols are a great pick for a Juve, boasting a solid rate of fire while still being pretty reliable

-All Escher gangers (apart from Juves!) can take plasma pistols

- The needler/bolter combi weapon has superior range,

- the chem-thrower can hit multiple fighters at once


-In close combat, every Escher can take a stiletto knife, power sword or shock whip

-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,

he shock whip can be fired at short range like a firearm, representing its superior reach.

Misc :

- range of lethal Toxin and Gas weaponry

-These weapons bypass the normal process for wounding fighters and are therefore perfect for the low-Strength Escher.

- Gas grenades give every Escher ganger a deadly backup weapon and are particularly punishing against grouped fighters

SKills :

Mentor look hella strong on the long run !


created : 5 days ago

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Necromunda: How to build Escher !

Tags : specialist game necromunda escher

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Hello everyone !!!

Duncan show the options and method to build your Escher clan !

ps : Click on the image to start the video !


created : 5 days ago

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A Beastman in the Underhive?

Tags : forge world specialist game necromunda

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Hello everyone !!

Big news :

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.

created : 5 days ago

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Today on pre order

Tags : specialist game necromunda

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hello everyone !!

It's necromunda Pre order day !
NOTE : it's a 15 days pre order as release is 21 11

-Necromunda box
-Goliath set
-Esher set
Gang war book
Doors pack
Objectives pack
Dice for Goliath
Dice for Esher
Gang war tactics for both gang (on deck for each)

Promethium Refinery
Thermic plasma Condtuis
Plasma Regulators.

Warhammer Quest: Chaos Adversaries Cards

Disciples of Tzeentch
Gaunt Summoner (Mighty Adversary)
Herald of Tzeentch (Mighty Adversary)
Ogroid Thaumaturge
Kairic Acolytes
Tzaangor Skyfires
Tzaangor Enlightened
Horrors of Tzeentch
Screamers of Tzeentch
Flamers of Tzeentch
Exhalted Flamer of Tzeentch

Lord of Plagues (Mighty Adversary)
Herald of Nurgle (Mighty Adversary)
Putrid Blightkings

Slaughterpriest (Mighty Adversary)
Skull Grinder (Mighty Adversary)
Deathbringer (Mighty Adversary)
Blood Warriors

Warlord (Mighty Adversary)
Grey Seer (Mighty Adversary)
Pack Master
Rat Ogres
Night Runners
Clan Rats
Plague Monks
Giant Rats

Slaves to Darkness
Chaos Sorcerer Lord (Mighty Adversary)
Chaos Lord (Mighty Adversary)
Chaos Warriors
Chaos Marauders

Other Adversaries
Grot Scuttlings


created : 7 days ago

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Esher gang presentation

Tags : specialist game necromunda

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Hello again !

Transcript of the second interview (in depth explanation of the Esher clan).

Tactic show : Necromunda UnderHive (Esher House)

The game use an I go you go encapsulated in a turn sequence.

Each activation you have 2 actions: Simple (no max), Basic action (like a simple action but limited to one per turn, shooting, attacking), Complex action, take the full round : Charge.

Very close to a rpg system.


Works like AOS/8th for M,ws,bs,w,A.
Init 3+ : above average useful to : avoid fall, disengage,
Ld : Above average 7+,
Cool : Less cool than average 8+,
Will & Int : are above average. 7+

S = short range
L = Long range

S = Short range mod
L = Long range mod

Stre = Strength

Ap = Amor pen

D = 1

Am = 2+ (ammo roll)

Plentiful quality : Use action to reload and doesn't need to roll. (by extension you can reload on any weapon you have if you spend an action and pass the ammo roll.)

Stilleto knife

+1 to hit,
toxin : if wound a target, 2d6 vs T+1d6 or injury roll.

Flak Armour

6+ save,  5+ vs explosion


Before an attack with a toxic weapon, use action, give a -1 to toughness test,
Need to roll a cool test if you are in combat.
10 cred (cheap)

Choke gas grenade

3'' blast, on a hit roll a D6 vs T if you equal or max = wound roll.


las pistol : same stats as a lasgun but with shorter range.
Pistol : Usable in close combat once each. Can use both hand at -1 hit and shoot twice.
Gun figther skill : remove the -1 to hit while dual attacking (she doesn't have the skill but was explained there)


Power sword
Str + 1, -2 AP
Parry : Force to re roll on successful attack. (stack if you have two sword)
Power : Can't parry a power weapon without a power weapon.


Autogun : same as a lasgun but with rapid fire.
Rapid fire  = Roll 1 special ammo dice to get up to extra 2 hits.

Frag grenade = good point is deviation are stopped by wall and obstacle.
They have knockback.
Knockback = push 1'' away.

Tumala champion

Better stats all around but T & S . (Goliath champ don't get improved ws bs.)

Chem-thrower : Gaz flamer, use the template (teardrop one), anything you touch is hit, you don't need to roll to hit.

Have the Gaz rule (roll a dice vs T if you beat or equal, wound roll).

Sprint : If you double move, the second move action count as twice (so 3X move)

Marika champion

Normal Esher champion stat,
Plasma pistol, work like 8th plasma.

Scare = Can't reload using an action. Only way to reload is looting a chest during the game.
Unstable = can explode, if you roll the "ammo" symbol need to check ammo if failed the weapon explode.
Counter attack = If someone attack you in melee you get an extra attack for counter attacking. (By extension you can strike back after an attack have been resolved.)

Jelena Leader

Extra attack,
5+ LD is strong.
Combi = If the Boltgun run out of ammo, the needle rifle can shoot too.
Versatile = Can be used as a melee action or ranged action.
Shock, on a 6+ to hit, auto wound.
Rally : Leader can use LD roll during her activation to rally broken friendly models.

Tactics cards

4 specific to house Esher :

-Stealthy advance : Free move at the start of the game.
-Scrag : Enemy fighter must roll cool if a friend get taken down at 9'' or get a -2 at 3''


Stre vs T works like in 8th.

Hit = pinning, to remove pinning you need to use a move action. So even the lowly lasgun is good.

Pair of weapon = Extra attack (pistol, melee ...)

Pinned = you go down on a HIT and you need to spend an action to get up.

Charging = Grant an extra attack.

For LD, CL, Wil, Int are rolled with 2D6 and need to roll equal or more.

Gaz : Roll 1 dice, if you roll T or more, injury roll.
Toxin : 2d6 vs T+1d6 or injury roll.

Can flame template over friendly !

Champions start with 1 skills.

If you use a weapon that deal 2w on a 1w target you roll 2 injury roll.

If you are attacked in melee you can strike back after attack resolution.

Champions : When a champion activate you can activate a ganger in a 4 '' at the same time.

Conclusion : Lot of interesting stuff, the only thing that i will regret will be the old melee system that were perfect for Necromunda. I just hope that the strike back after being attack work well enough to replace it.


created : 9 days ago

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