Andy hoare on warhammer TV (Gang war 2)

Tags : specialist game necromunda orlocks

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Hello all !

Gw 2 :
Orlock gang
secret stuff on page 5
Painted Orlocks : modeled from Andy colleague (Adams) that left to the Middle Earth team :D
Only Slug weapons on the starting sprue (bolt too i hope)
Orlocks are baseline Human
Heads and necks for Orlocks and Cult are compatible.
Chaos Cult will get WD list using Cultist 40k models.

Harpoon Launcher, can drags target and models in between, very fun.

Page 12-17 : Hired guns and Hangers - on

Hangers-on : Inspired by support cast of BB, they hang around and support the gang.
They don't fight unless you are attacked inside your den. "Doc, Ammo-Jacks, Scout, Cook"

Hired guns
Hive scums : Canon fooders ^^&
bounty hunters (very skilled), choose different stat line, up to 5 weapons, 3 skills, Bounty rules
If you have lot of money (because super expensive) you can even equip Half Horn with all the weapons on the model. Bounty Hunter really fill a gap you need filled at a cost.

Pre generated characters (special char)
6 included
Tiny better than generic one but you can't custom them.

No new missions but Underhive perils
ie : Cult ritual chambers, turbine...

Badzone Delta 7
Specific set for underhive perils
9 Tiles
1 Punch tokens page (Chaos stars count as insanity marker)
Vision marker for 40MM bases just in case.

Specials Scenario
Ambush type mission in WD to try Badzone delta where you escord a ganger to an extraction point.

Weapons Upgrade
First Quarter in 2018

Trading post
In time EVERYTHING will be in the trading post.

Blank cards are printed right now
They are designed to be erased/written.


created : about 1 month ago

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Forge World Preview: Hive Scum

Tags : specialist game necromunda scum

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Hello everyone !!

Painted version of the hive scums !

Hive Scum can be hired to your gang during games of Necromunda, and they range from desperate mercenaries with nary an autopistol to show for their efforts, to well-trained killers who’ve made a comfortable life for themselves by being very, very good at murdering people. These guys represent just a few of the upcoming Hive Scum you can add to your gang – if you’ve got the credits. The rules for hiring Hive Scum will be available in Gang War 2, available next year.

Awesome models !!

Source :


created : about 2 months ago

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ORLOCKS + gang wars 2

Tags : specialist game necromunda orlocks

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Hello again everyone !!


House Orlock is made up of miners and engineers who use ingenuity and grit to solve the various problems of the underhive, whether they’re making sure mining quotas are met or are just working out the best way to neutralise a charging Goliath ganger. The new Orlock gang remains true to the rebellious spirit of their forebears in the previous edition of Necromunda, but they will be just as customisable and detailed as the Escher and Goliath gangs. There are also some new weapons on the way, including the intimidating looking harpoon launcher!

Hive scum

These desperate ruffians are known collectively as Hive Scum, often hired by smaller gangs to make up their numbers while they grow. Forge World will be bringing Hive Scum to your tabletop in the new year, starting with these two:

Gang wars 2
New 3d terrain for zone mortalis

The Specialist Games team intend to keep expanding Zone Mortalis as a fully fledged way to play Necromunda for those who are yet to invest in some 3D terrain. To help this, these tiles add new hazards to your game of Necromunda and help you make your 2D battlefields more diverse, deadly and fun to play on.

These Orlocks are AWESOME !


Added a few image from CM Valrak

created : about 2 months ago

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Gang of legends pdf !

Tags : campaign specialist game necromunda

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Hello everyone !!

Legacy gangs rules are out :

With extended armory and rules !!

Bolter is 55 credit OMG


created : about 2 months ago

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Playing the new Necromunda in a 3D world !

Tags : specialist game necromunda escher

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Hello everyone !!

Article 7 of our Necromunda review : Sector Mechanicus rules. (aka Playing 3D).

In the Gang war gaming supplement, there are a few pages dedicated to the rules used for playing with 3D scenery.
Nothing complex, but give a lot of extra depth to the game !

I) Scenery

As shown on the cover image, a Necromunda table is on multiple level with a lot of pathway between them. Off course this amount of scenery ask for a few more rules than in the Underhive rule set.

A) True Los & Cover

True los

In 3DMunda you don't use the Los rules included in Underhive, instead you use these :

So you check Los by looking through the eyes of the model and you can't mesure anything prior shooting !
Nothing incredibly new but i like these additions a lot !

Be classy !

Good reminder that even in the depth of the Necromunda Hive you have to be nice :D

Cover :

The classical cover explanation with an image.

B) Terrain type

How to build this cool board ?

In a nutshell you only need a lot of $$$ ^^

Different terrains effects.

-Difficult terrain cost twice the movement.
-Platform where you can fall from if you fail init roll while being 0.5" away from the edge.
-Railway that help you avoiding fall (add +1 to the initiave roll for avoiding fall, 1 still a fumble off course.)

II) Movement

A) Safe movement

Stepping up

So very low wall, junk on the floor, bodies ^^ don't slow you.


What a nice addition, you basically climb everything now ! ok it cost 2" for 1" and you must end your turn on solid ground. But you can use a double action to climb (Sprint allowing you to climp 9" a turn !!). There is no climbing roll to make.


Exactly like climbing but by using a ladder you are not slowed !


I am not sure this was a necessity but it's good to have this corner case solved.

B) Full parkour

While the other forms of movements are safe enough to not require a roll, these 2 are for the optimistic !

Jumping down

You roll initiative (that is now presented like 40k 8th ws/bs) if you roll less than your initiative you are prone + suffer a hit with a strength depending on the height. Note that the higher the fall the bigger the malus you get for the roll, as an exception rolling a 6 is NOT always a success.
If the roll is passed the vertical movement is FREE !!! and you get a lot extra threat range !

Jumping Gap

You must have enough movement to fit 100% of the base on the other side.
You roll init without modifier.
If you fail you fall ^^ (HAHA).
You can jump to a platform 2" higher or to a lower platform but you have to roll for jumping down too !

Str 3, damage 1 up to 5" fall.
Str 5/7/9, with D 1/2/3 if you fall from higher place (that hurt a lot ^^)

Ok that's it for a quick rundown on the 3D rules for Necromunda.
I really love this rule set, the game is so rich with it and there is no slowing down of the game.
We only played with it once (with our old gang proxy) but the Escher gang feel totally different in the 3D mode. They are so nimble and fast
jumping everywhere, charging from upper platform. It really changed the game for us !!
Special mention to the Combat-shotgun with knockback ammo and rapid fire ^^


created : about 2 months ago

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Details and options of the Escher sprue

Tags : specialist game necromunda escher

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Hello everyone !!

Necromunda is a game with a high level of customisation, and I really wanted to give you a good overview of the sprues, so you can plan how to equip your girls, and I'll do the Goliath's sprue tomorrow!

created : about 2 months ago

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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 : about 2 months 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 months 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 months 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 months ago

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