Time for the last of this year’s Fembruary models, and yes I know we’re well into March now but I did paint her back in February, it’s just taken me until now to post her. In fact I’ve been working on this model, on and off, since since not long after she was released (without going and checking I’m going to guess 2018). I made a concentrated effort to get her fully painted in Fembruary of 2020, tried again in 2021, returned to her in 2022 and noticed the other week that she was 99% done and I should stop mucking about.
This is Belladonna, a special character for Necromunda who can be hired as a bounty hunter to join your gang. With any model painted in fits and starts over such a long period there’s bound to be things I’m not entirely happy with about the end result and that’s certainly the case here. That said I’m happy enough to call her finished, and having the deadline of the end of February certainly stopped me from messing around any further – and potentially messing her up in the process.
Her story is one of the great revenge narratives of blood-soaked Necromunda. Once a noble of House Esher, and a skilled assassin in her own right, she was married into one of the noble houses in an astute political move intended to win the Eshers much power. To her own surprise she fell in love with her new husband only for him to be assassinated at their wedding when one of the gifts turned out to contain a starved and ferocious alien predator. Belladonna survived, barely, losing an arm and a leg in the process (well they do say a fancy wedding costs arm and leg these days…). She did however manage to kill the xenos beast armed only with a shoe, ramming one stiletto-heel through its eye and into its brain. Now she stalks the underhive on the trail of whoever arranged her husband’s murder. She is not, of course, to be confused with Mad Donna, Necromunda’s most infamous trouble maker (and a character who really deserves a nice, new plastic model – hint hint GW!).
Cast your mind back to the start of 2020 and you may recall me painting this gentleman and claiming that my Orlock gang was soon to be unleashed into the Necromundan underhive.
Since then however things have been distinctly quiet on this front and, despite frequent promises to the contrary, my gang from the House of Iron has been idling in the doldrums; unloved, untouched and – most importantly – unpainted. Well, at long last a few new recruits have arrived.
I know numbers are still thin on the ground but it’s a start right, a few more gangers, a leader, champions, some of those very cool looking cyber-mastiffs and they’ll be all set to make their mark on the underhive.
Once again though that might have to wait (although hopefully it won’t be another two years!) but getting these recruits under my belt has helped me recapture my enthusiasm for the gang – more will be on their way sooner or later!
In other news this is my 900th post on this blog (and we’re just a week or so past it’s 9th birthday). Who knew when I set out that my little blog would keep going so long or be read by so many unfortunate souls all over the world!
I know I’ve been promising that my next ventures into the Underhive would be to get my Orlocks up and running but you know what, I lied! I lied because I’m a filthy scummer – just like these down-and-out ne’er-do-wells!
I’m quite enjoying the scum kit, it’s great for capturing the richness of life on Necromunda outside the six major houses. By adding these new recruits to the scummers I painted a few years ago I’ve got the early beginnings of another gang, ready to go their own way and make a life for themselves downhive. More will undoubtedly follow but next time we go to Necromunda it’s going to be Orlocks – I promise!
Time for two downhive lowlifes turned religious fanatics in the service of the Chaos Gods. Amongst the ranks of the Chaos Space Marines the Dark Apostles serve as a priest class, conducting the bloody rituals, preaching the savage creed and interpreting the will of the Gods on behalf of their battle brothers. Of course this is a lot of work for one man and so a Dark Apostle worth his salt soon recruits a few Dark Disciples to assist him. The Disciples are then on hand to waft cursed incense, stab hapless victims at appropriate moments, tidy up afterwards and even be fed to a summoned daemon themselves if no-one else is available.
Again these are “neglected models” which have been sitting around three quarters painted for at least a year. Together they make a pair of characterful additions to both my Chaos Marines and Necromunda collections. At some point I’ll need to get the Dark Apostle himself painted but he’s not a priority for now.
After years of fighting for survival in the claustrophobic depths of the Underhive it’s time at last for Necromunda to head into the great outdoors. This year’s Adepticon saw the full reveal of the new Necromunda: Ash Wastes box, in which gangers from the House of Iron do battle with Ash Waste Nomads in the toxic desert beyond the hives. To help them get around in the wide-open spaces of the wilderness the Orlocks have brought along a couple of nifty looking buggies…
…whilst the Ash Waste Nomads, not to be outdone, will be scurrying out of the dunes on the back of giant fleas.
Now it probably goes without saying that I’m very excited about this announcement. For one thing the new Ash Waste Nomad gang looks very cool, if a little challenging to paint, as does the new terrain for building desert settlements.
However I’m also coming to realise how excited I am about vehicles appearing in Necromunda. I don’t think Necromunda needs vehicles per se, but I sure as hell need Necromunda vehicles in my life all the same. Plus, if we’re going outside the hives then really they become a must – the distances are too vast and the environment too dangerous to be tackled on foot.
Having seen the beasts and buggies included in the new box my imagination immediately began to run through possibilities for the other gangs in the game. After all it’s safe to say that all the other Houses will be following the Orlocks out into the wastes and when they do they’re going to need wheels of their own. In this article I’m going to try to guess what those vehicles will look like then – in a year or so’s time – we can all come back and gasp at my Nostradamus-like powers of prediction/laugh at how wildly wrong I turned out to be.
Goliath
Let’s be honest, the Goliath buggy will be unsubtle. I’m imagining a big spikey ram with a powerful engine and no reverse gear.
Escher
At first I was a bit stumped by this one as I couldn’t quite picture what kind of vehicle the Eschers would drive. Then I spotted what should have been abundantly obvious – the Ash Waste Nomads aren’t driving but riding, preferring a living steed to anything mechanical. The Eschers, great bio-manipulators that they are, will surely do likewise. What we need is a horse crossed with a tiger to make it more predatory and with feathers and crests and spots and stripes so that everyone can see how damn glamorous it is. Now give it big claws, and a poisonous sting, and make it run really fast and spit acid! Sorted – now the girls can ride in style!
Van Saar
The obvious choice is something similar to the Grav Cutters, but a little bit bigger.
Frankly I’d be perfectly happy with that, although I’m equally open to creative alternatives. Whatever they make it’s bound to be high tech, sleek and fast, and I’m going to bet it flies too.
Cawdor
Make a pulpit out of scrap from which one can preach to the heathens of the wasteland. Mount it on the back of a gigantic mutant rat. Remove anything which might remotely be classed as a health-and-safety feature and replace it with FAITH! Garnish liberally with candles and you’re ready for your next crusade.
Delaque
As with the Van Saar the Delaque already have a model which I think could give us a lot of clues as to the shape of whatever they end up driving.
That aside though I’m not going to try to pin down exactly what it will look like, just that I’m confident it will be very alien and almost certainly look the least like a traditional vehicle or steed of any of the factions. And it’ll probably have the brain of some poor psyker wired in there where sane people would have put an engine.
+++
Now we could leave things there, I think it’s a fairly safe bet that we’ll just see vehicles for the gangs of the six Great Houses, plus any new gangs like the Ash Waste Nomads. That said however it’s fun to speculate so let’s have a think about the other factions as well, starting with the most likely.
Enforcers
Heavily armed and armoured, dark, sinister and brutal – when Helmawr’s Finest head out into the wastes they won’t be messing around. A blue flashing light on the top is optional. I’m also wondering if this one will be able to fly, or at least glide along above the ground on some kind of anti-grav engine. Some people have already suggested something like the Lawmaster from Judge Dredd but, cool as Dredd is, I think Games Workshop – and especially their legal teams – will want to keep developing the Enforcers identity as their own thing rather than rehashing someone else’s ideas. Remember kids – it doesn’t have to be something you already know to be good! (Incidently I just noticed I’d typo’d “Lawmaster” as “Lawnmaster” – presumably that’s for when Dredd takes up gardening).
Genestealer Cults
I know I just said that Enforcers are the most likely of the factions outside the Great Houses to get vehicles but that overlooks the fact that the Genestealer Cultists already have the Atalan Jackle bikers, the Wolf Quads and perhaps even the Achilles Ridgerunner and Goliath truck.
Seeing these added to the game, even if it’s simply via a White Dwarf article, seems inevitable.
Corpse Grinder Cults
Find a wrecked buggy in the wasteland. Control your hunger and rage long enough to weld bits of scrap, lots of spikes, chains and razorwire all over the outside. Stick a great big circular saw on the front so you can carve open land trains and wagons to get at the fleshy good stuff inside. Decorate with bits of your last meal/victim. Impale yourself behind the wheel and go hunting!
Redemptionists
I very much doubt that the Redemptionists will get a vehicle of their own sadly but will instead be allowed to borrow one from House Cawdor. That said I’d love to see a mobile pyre with massive flame throwers on the front, pushed into battle by the faithful.
Hive Scum
Maybe I’m wrong here but I’m not convinced that Hive Scum have their own vehicles. It seems a bit resource intensive for these down-and-outs so I reckon, if they do ever venture out onto the open road, they just steal something off a better equipped gang. So my prediction is that a Scum vehicle will look exactly like an Orlock vehicle, with the addition of an angry Orlock ganger running along behind, who at some point is going to have to give up and explain to the rest of his crew that he left the keys in it.
Ogryns
Much like the Scum I don’t think there’s much chance of Ogryn vehicles; they just don’t have the wit to build, maintain, fuel or even drive them. Plus they don’t really have any need for them, other gangs need to get from safe shelter A to oasis B as quickly as possible before the wastes kill them, whereas Ogryns probably think the rad-storms and lethal wildlife reminds them off the old country on whatever death world they originated on. Maybe they’d have some kind of servitor-beasts that escaped from the factories alongside them? Maybe the nearest thing to a vehicle they have is an Ogryn hitting people over the head with a tire whilst shouting “Free da peepol!”.
…And that’s our show! As usual if you grease monkeys think you have any better suggestions the comments box is the place to be!
Last week I showed off a bunch of Redemptionists that I’d put together from the new kit and talked a bit about my thoughts on the converting process. The fanatic building bug has well and truly bitten me though so over the weekend I snuck in a few hours and assembled some more. Last time I was mainly focussed on building the first few members of my Redemptionist gang, this time I’ve been adding to the ranks of my Cawdor instead – although there will be one very fanatical Redemptionist further down. Now some of you may be thinking “Hang about Wudu old chap, Cawdor are Redemptionists – and Redemptionists, for that matter, are Cawdor” – which is true, to an extent.
I’ve chewed over this issue here more times than I can count now so I’ll keep it brief. In previous editions of Necromunda the Cawdor and the Redemptionists were separate entities, albeit with strong links in the backstory. Now however the Redemptionists have been rolled into House Cawdor fully, and which has left many people – myself included – feeling a little bit short changed. As a result I’m making a new Redemptionist gang alongside my already well established mob of Cawdor.
The key issue I’m wrestling with here is that the kits for the Cawdor and Redemptionists are very different aesthetically. Yes, there are more similarities between the two than there are between – for example – a Cawdor and a Goliath, but equally the differences are far greater than they are between a standard Goliath ganger and a Stimmer or Forgeborn. To illustrate my point here’s a pair of models painted by the Games Workshop studio – the Cawdor is on the left, the Redemptionist on the right.
Because of the clear aesthetic differences between the two kits I won’t be mixing and matching – all members of my Cawdor gang will be made from the kit on the left, all members of my Redemptionist gang will be made from the kit on the right. However because I want to include Redemptionist weapons in my Cawdor gang, and vice versa, I’m going to need to do more kitbashing.
All of this brings us, in meandering fashion, to this chap – a Cawdor ganger wielding the Redemptionist’s signature weapon – the Eviscerator (that’s a chainsaw with an inbuilt flamethrower for those unfamiliar with very silly 41st Millennium weapons).
The new rules also allow members of a Cawdor gang to lean even further into their neo-medieval trappings and go in battle with a sword and shield so of course I had to make one of those too, raiding the more obscure corners of my bitsbox to do so. The hooded head comes from the Nighthaunt Lord Executioner, whist the shield once belonged to a Bretonnian Man-At-Arms.
Next up we have a Flagellator. These are a new type of hanger on exclusive to House Cawdor, a hardliner who takes a dim view of sins like “laziness”. If a member of the gang is sufficiently injured in a battle they may find themselves in recovery – i.e. busy healing and unable to fight in the next battle. However if remaining in the gang’s hideout means getting a vigorous and regular beating from the Flagellator they may well decide they’re feeling much better after all and join their gangmates on the relative safety of the battlefield instead.
Out of all the WIP models I’ve shown recently he’s the one I feel needs the most work, so if you have any thoughts the comments box is always open.
Edit: I intended to show the artwork that I’d based this model on but forgot until long after I’d published the post. This piece is taken from Necromunda: House of Faith by Games Workshop.
Lastly my Redemptionist gang needs a leader suitable to put the fear of the God-Emperor into any heretics, mutants or xenos-sympathisers who might be lurking in the underhive. I made his head a long time ago by splicing a Tomb King head with an Empire wizard’s hat but I’ve never found a suitable model to use it with… until now!
As usual I’ve no idea when I’m going to get paint on these guys but, with work due to get a little less intense now, I’ll try to get around to them soon.
I’ve been bumping my gums about the new Redemptionists for Necromunda since they were first previewed so it’ll come as a surprise to precisely no-one that over the last week or so I’ve been using whatever time I could claw back from work to mess around with them, new sprues in one hand and clippers in the other. As usual with Necromunda the stock models are very nice but this is my gang – and so as far as possible I’m going to put together a bunch of unique characters ready to take the underhive by storm. Before we get started let’s remind ourselves of what the stock Redemptionist models look like (fantastic miniatures with silly anime hair-dos basically!).
It’s also worth noting at this point that the Redemptionists can be used either to make a gang in their own right, or to bolster the ranks of House Cawdor. Now regular readers will know that I’ve already got a Cawdor gang – and for those who don’t know, or who’ve forgotten what they look like, here’s a cheeky reminder.
These Redemptionists however are, to my mind at least, very much an entity in their own right and so I’ll be putting together an entirely separate gang. I will however be using the new rules to add some more models to my Cawdor crusade – although none of those are quite done yet. Expect to see them soon though.
Anyway, to set the ball rolling and get myself familiar with the kit and the way it works I decided to build something pretty much straight out of the box. I find this is a good way to get used to the models you’re working with and discover any idiosyncrasies that might make your life tough when you move on to more involved converting or kitbashing later. Generally I pick a favourite model and build it as per the instructions, then apply what I’ve learned – as far as possible – when I start carving up their colleagues. In this case I built myself a nice, normal Redemptionist Brethren armed with a flamer.
The one change I made here was to swap out his head for one from the Forge World Cawdor upgrade pack and straight away I encountered something that left me irritated. Cawdor heads do not fit easily onto Redemptionist bodies (or vice versa). Considerable trimming and tweaking was required to get the two to combine, not to mention a fair bit of muttering and swearing under my breath as well. I’m increasingly convinced that the Redemptionists were first intended as a separate release but somewhere along the road they were rolled into the Cawdor faction in place of the Cawdor specialist juves and champions which the other houses received. In fact I’m pretty sure I remember seeing an interview with one of the Necromunda designers which was released in the early days of the new edition in which he said that many people expected to see Cawdor and the Redemptionists combined into one faction but he intended to separate them further (that I said I may be misremembering or putting words into his mouth that he didn’t actually say and I’m damned if I’m looking back through the Warhammer TV archives to check). Either way the longer I look at these models the less similarities between them I see – where are the candles, bones and cobbled together weapons amongst the Redemptionists?
Anyway, be warned – if you’re planning to mix and match parts from the Redemptionists and the Cawdor gangers it’s far from a straightforward process. Not that I let it put me off – you know how I like a challenge. Still I wasn’t quite ready to go completely mad with the kit yet so for my next target I made another Brethren, trying for something stripped down and cutting away some of the flourishes and religious trappings. For the head I nabbed one from the Sisters of Battle Repentia squad (a kit I think might well be worth raiding again for future Cawdor conversions).
It wouldn’t be the Redemptionists if there wasn’t some mad bastard running around with a chainsaw as big as himself so that was my next move.
By this stage I was feeling a bit more adventurous so I decided that I would put together a Redemptionist Deacon with a Cult Icon – all the better to inspire his brothers to greater acts of unpleasantness and pyromania.
Lastly the House of Faith book contains rules for adding cherub-servitors to a gang so I had a quick dig around in the bits and put together these two little scamps.
At some point I’d like to put together a Cawdor brother to act as Keeper of the Cherubs but at the moment that one’s still a way off completion. I do however have a few more models that are almost done – including the mad cardinal who’ll be leading my Redemptionist gang – so expect to see more of these at some point in the next week or so.
Us Necromunda fans have a fairly good idea of what’s coming our way over the next few months. Gang warfare on the polluted planet has traditionally centred around the six great houses, each of which received a set of plastic models in the wake of the game’s 2017 relaunch. In January 2020 the Goliaths were bolstered by the addition of new gang champions and prospects and this pattern has continued ever since at a rate of roughly one house per quarter (Covid related delays notwithstanding). Now the reinforcements for House Cawdor are almost upon us and the shadowy agents of House Delaque are only a few months behind. I’ll confess my love for the new Redemptionists has waned somewhat since they were first revealed but that’s just left me wanting to kitbash and improve them until they look the way they ought to.
However what I’m wanting to talk about today is the final section of the “road map” revealed by Games Workshop, the part which covers the last quarter of 2021 (and beyond). Now that we’ve seen the key releases from the “House of…” series it’s time to turn our attention to the further future. Care to join me for some baseless speculation and wild guessing?
Despite their significance there’s a lot more to Necromunda than just the big six houses. In this edition we already have rules and models for Enforcers, Genestealer Cults, Helot Cults, Corpse-Grinder Cults, Slave Ogryns and Venators. The possibilities don’t end there either. If they want to Games Workshop have a host of possibilities and potential new factions to explore. Indeed I would argue that this is exactly what they intend to do. It’s understandable for fans to fear that support for Necromunda may be inconsistent, or even nonexistent, in the future. GW have already dropped the game entirely from their catalogue once back in the 2000’s and even now support for some of the other “specialist games” like Adeptus Titanicus and Aeronautica Imperialis remains patchy and even Blood Bowl hasn’t seen much attention since last autumn. When the going gets tough, as it has in the wake of the Covid outbreak and Brexit for instance, the specialist games suffer so that the big cash cows like 40k can continue to thrive. Still, I don’t think it’s wishful thinking to suggest that Necromunda is well placed to remain an established part of the GW catalogue for a long time yet. At least, let’s hope so. Anyway, let’s leave those worries for another day and indulge in some guesswork instead! Here are a few of the gangs I think might be tearing up the underhive near you over the next few years – I’m sure we can all look forward to having a good laugh at how wrong I turned out to be!
Ash Waste Nomads
It may be grim in the hive but it’s even worse outside. The whole planet is a hellish, polluted wasteland, the only water is the toxic run-off from the great factories, storms of scouring wind and acid rain sweep over the tortured landscape and the people you encounter are as wild and dangerous as any underhive scummer. You wouldn’t think anyone would be mad enough to live out there but the Ash Waste Nomads have been getting the odd mention in recent books – with the Orlock book in particular offering some choice titbits on these outlanders. A couple of years ago we even saw some concept art, albeit fairly vague, for these road warriors…
… not to mention their dangerous looking steeds…
The (un)Dead
Somewhere else which has been getting a lot of mentions in the recent Necromunda books is Hive Mortis, enough to have caught my eye and got me thinking. A terrible plague has run rampant through the hive, leaving the entire population dead and their possessions unguarded. If you’re a ganger who wants to get rich quick and isn’t frightened of a little thing like plague then this is the place to go. However not all of the locals have taken death lying down. Plague zombies have been a part of Necromunda for a long time and Hive Mortis is apparently crawling with them.
The Corpse-Grinder Cults have already brought us a Necromundan spin on Khorne which leaves me wondering how long before the other Chaos gods try to get in on the act. Could the pudgy hand of Nurgle and his ghastly, disease-ridden cultists be reaching out from the fallen hive even as we speak?
The Immortal Cult
The Necromunda core rulebook also contains a brief description of the Immortal Cult, a cabal of rogue psykers who seek to bring about a psychic awakening in all of mankind. The cult first appears around the 34th Millennium and is still active in the setting’s “present day”, gathering outlaw wyrds who would otherwise be taken to the Black Ships to their banner. Just as the Corpse Grinder Cults put a new, and distinctly Necromundan, spin on Khorne and Hive Mortis could well be the start of a Nurgly invasion, so these sound to me like the Tzeentchian equivalent. House Delaque may think they’ve cornered the market in unsanctioned psykers but there are plenty more witches lurking in the depths of the hives…
Pitslaves
If you’re looking for entertainment in Hive City and getting cheated and shot in a Delaque gambling den, or drinking until your innards explode with a bunch of down-and-out scummers in an Escher bar doesn’t sound like sufficient fun then you need to head to the fighting pits! Here you can enjoy the sight of cybernetically-enhanced, stimmed-up gladiators beating the hell out of each other or fighting against monstrous wild animals.
Of course, when it comes to finding people to actually get in the ring and fight demand tends to exceed supply and although Goliaths are known to enjoy getting stuck in most fans prefer to watch from the sidelines. Fall foul of the Guilds, fail to pay your debts or otherwise end up on the wrong side of the law however and you might just find yourself sold into a life as a pitslave, and rewarded with a few “enhancements” to make your life of vicious, crowd-pleasing violence and mayhem a little more interesting for the spectators. However it turns out that taking a bunch of hardened criminals, throwing in a few honest citizens who’ve suffered one punishment too many, arming them to the teeth and giving the best combat training available by making them fight each other until only the strong survive, might not be a good move in the long run. Pitslaves are known to revolt, butcher their way to freedom and enjoy a life on the run down in the underhive – where things are no less violent but at least they get to keep the profits.
Pitslaves have been a part of Necromunda for many years but back in the old days the models were, to be frank, less than inspiring. Imagine how good they could look now though…
Spyrers
Whilst most people in the underhive are just trying to stay alive and avoid catching too many bullets, the Spyrers are there for a little fun. Rich arseholes from the upper part of the hive these spoiled young nobles have spent daddy’s money on the best guns around and have headed down into the very worst part of town to live like common people and do whatever common people do – which on Necromunda means “shoot each other”.
I know a lot of people really want to see these making a comeback but frankly I’m not entirely convinced. By my memory they always seemed disastrously powerful in game back in the old days, not to mention a little out of place amongst the rag-tag gangs, and as a result I never really liked the spoilt gits. That said I’m not going to lie to you, if GW produces some models my addiction to Necromunda will probably see me starting a small army of them. Plus I’d not be averse to seeing how the braying oiks enjoy a kicking from an ambot! I’d still rather see something else though. Speaking of which…
Scavies and Muties
At the very opposite end of the Necromundan social hierarchy from the Spyrers we have the scavies, muties and their ilk. Hive City being the polluted pit that it is the odd minor mutation like an extra finger is given a bit more leeway than it might be elsewhere in the Imperium but any more than that and it’s only a matter of time before either the Redemptionists or the Enforcers turn up to “have words” (and by “have words” we mean, kill everyone and burn the settlement down to make sure). If it turns out that the reason your friend, family-member or neighbour never takes off their hood or ragged robe is because they’re hiding a couple of tentacles then the best thing to do is to drive them off into the underhive as fast as possible. There they can do what muties do best, sneaking around in the dark and gobbling up unwarey hivers.
Only those who’ve fallen on the very hardest times, houseless scummers without the common decency to drink themselves to death, would sink so low as to fight alongside these muties or join scavie gangs.
Needless to say I have a real love for the muties and scavies. Back in the old days they would drive herds of mindless plague zombies into town to spread mayhem, employed hulking mutants known as “scalies” as enforcers and even had their own mutant dogs. I’d absolutely love to see them making a comeback and in the meantime I’ve even made a few of my own.
I already have my eye on turning a few of the new Kruleboyz Gutrippaz into scalies. A nice new kit for these dregs of the hive would be a dream come true though – and undoubtedly well received by anyone looking to spice up their collection of chaos cultists for 40k as well.
Ratskins
For some strange reason that’s never been made entirely clear, the overpopulated, polluted, industrial hell of Necromunda gave rise to a race of carbon copy Native Americans (as envisioned by spaghetti westerns at least). I’m sure people can and do enjoy many a happy hour debating (read: yelling at each other on social media) over whether they actually were racist or just seemed racist, but one thing that can’t be denied is they were woefully out of place and extremely lazily designed.
Something you could never accuse the writing for modern Necromunda of is laziness however. A vast amount of love and attention to detail has been poured into the world in recent years and it’s paid off with some wonderfully well developed factions. It can be hard to overlook the rather heavy handed Native American aesthetic of models for the Redskins – sorry, that should be Ratskins! – and the use of terms like “chief” instead of leader and “brave” instead of ganger (and yes, that is a bit racist). However if you strip away these trappings, at their heart this is a tribal people, trying to live a peaceful, spiritual life away from the rest of Necromundan society, but who keep being bothered by local thugs shooting up the place until they have nowhere left to run to – and that’s a concept with a lot of potential. Cut away the “cultural appropriation” before the online activist brigade work themselves up into a collective aneurism, get back to the core concept behind the Ratskins and have the current writers rebuild them from the ground up and I reckon they still have a lot of potential.
Beastmen and Squats
No, not all together in the same gang. However something that Necromunda has done very cleverly has been to dig back, not just into the game’s own history in the late ’90s and early 2000s but even further back, to the very earliest days of Warhammer 40k itself. Until recently the vast majority of us didn’t really expect to see Squats stamping around the landscapes of the far future ever again, and then Grendl Grendlsen showed up in the underhive and proved us all wrong.
Whether or not we ever see Squats taking to the battlefields of the Warhammer 40k in force, and taking their well deserved revenge on those Tyranids at last, remains to be seen. Likewise I’m not holding my breath for regiments of beastmen to be pressed into the Imperial Guard (nice new models for ordinary humans in the Guard seems like a big ask at the moment so let’s not set our sights too high!). However there are still plenty of us who love these old factions, and though Games Workshop’s moneymen may not, in their infinite wisdom, be willing to invest in whole armies of them, a Necromunda gang might be a fine place to give them a home and keep them alive. Or perhaps I’ll have to finally make good on my promises and pick up a box of Gors and a box of Kharadron Overlords and make my own.
These are just my thoughts however – now it’s your turn. Was there something obvious I missed from my list that you’re just itching to see unleashed in the hive? As ever the comment’s box below is the place for you to get it all off your chest!
Over the last few years I’ve built up quite a library of Necromunda books. Indeed they’ve now completely overrun the part of the shelf that I’d dedicated to them so all my gaming and hobby books will have to be rearranged at some point to accommodate them. Here’s a reminder of how the book stack looked back at the end of 2020, with House of Faith and House of Shadows soon to join them.
As well as stacks of background and general inspiration – which is mostly what I buy them for – and further stacks of gaming rules, these books also contain loads and loads of shady individuals with which to populate the underhive. By my count we now have rules for 58 special characters – and assuming they follow the pattern laid down by the preceding books House of Faith and House of Shadows will add 3 more each. Then there are the hangers on, pets, brutes, criminal or guilder allies and noble houses all of which have representatives that you can add to your gang. The thing is, not all of them have models. In fact a huge number do not. My estimate puts the number of concepts without models somewhere around 120, and there are likely to be more in the future. The Specialist Games studio have always maintained that they intend to make models for all these characters and creatures “someday”. However honesty has to compel us to admit that this might be a long time coming. If Necromunda ceases to be popular Forge World will undoubtedly put their resources elsewhere, rather than spending it on creating these models. If it does remain popular I’d expect to see plenty of new books in the future, each containing plenty of new concepts, and the number of “concepts without models” will only increase rather than decrease.
I have what I’ll admit is a bit of a silly idea, that is to own models for all of these things. Of course, even if miniatures were available I’d have to lean pretty heavily on kitbashing to achieve it – I simply couldn’t afford to buy them all – and I suspect the end goal will always be out of sight. This one, however, is definitely a project that’s more about the journey than the destination. Before this turns into any more of a wall of text, and before I start assault my reader’s sensibilities with an outpouring of mathematics, here’s another look at my kitbashed version Freikstorn Strix, the winged Van Saar mercenary.
Let us imagine, just for fun, that Forge World start churning out Necromunda models with gusto. At least one per month sounds achievable, but let’s say they really commit and start releasing two new Necromunda models every single month of the year. It would still take them almost five years to work their way through the backlog as it stands now. Alternatively they make an announcement tomorrow; with nothing else to fill their time during lockdown their sculptors have worked around the clock and there are now models made, cast and ready to put on sale for every single one of these ideas. In fact, they’re all going on sale right now! Then we’re faced with the Forge World prices I alluded to earlier. Forge World’s pricing is notoriously erratic but generally expensive – most individual characters come in somewhere around the £20 mark. That would make this little lot cost somewhere in the region of £2400 cumulatively – which is certainly well outside the bounds of my hobby budget!
Now I don’t mind this, I’ve always been a convertor and kitbasher at heart, and even if some of these models were available I’d probably choose to make my own – as I’ve already done with Freikstorn Strix (above) Gor Half-Horn, Tess Arc-Up and Grendl Grendlsen for instance. Personally I’ve taken to treating the characters and hangers on that appear in these books as a list of cool concepts – if we get models for them someday then I’m happy, if we don’t I’ll be equally happy to use them as a source of inspiration and make my own. However everyone likes a “Top 5” so today, after all that preamble, let’s take a look at five things from the existing books (in no particular order) that I’d very much like to see models for.
Jorth Slither
Being at heart a filthy heretic I’ve liked the look of the mutie Jorth Slither since I first set eyes on him. In the backstory of Necromunda, outlandish, comic-book style events are as common place as more seriously framed discussions of the planet’s history and industry. The story of Jorth Slither falls firmly into the former category. Turned out of his guilder clan for his somewhat unorthodox approach to making money (i.e. he was a crook) he stumbled upon a corpse lying in a pool of goo. Naturally he did what every right thinking entrepreneurial individual would do and started going through the dead person’s pockets for anything worth nicking… only to be overcome by whatever had killed the poor hiver and wake up sometime later with his body transformed into that of a hideous mutant. Not that this has put a stop to his money-making schemes, and amongst those criminal elements willing to throw in their lot with a mutie he’s gaining a reputation as the kind of man who can get things done…
Honestly I just think he looks really cool, if somewhat disgusting and gribbly. In fact the more I look at him the more it strikes me that an official Mutie gang would be a cool thing to see someday. In the meantime I have plenty of muties of my own that would gladly through in their lot with Jorth if only he had a model…
The Shadows of Catallus
A cheeky two-for-one here, these twins were once part of the noble house of Catallus, living high up in the Spire and enjoying the decadent lifestyle that only the very rich can afford. However when the house when through one of their intermittent civil wars the twins found themselves wanted by both sides and escaped downhive where the murderous tendencies they had honed amongst the wealthiest of Necromundan citizens proved just as useful down amongst the gangs of the Badzones. I really like the look of the various noble houses but of all the ones we’ve seen so far Catallus, with their harlequin costumes, are the most striking. House Catallus also have a close relationship with House Van Saar, with the assassins of the Catallus Carnivals putting in an appearance in the House of Artifice book. I have pondered using parts from the Eldar Harlequins combined with the more ostentatious models from the Empire range to kitbash some agents of this most mysterious of Houses, but for a skilled miniature’s designer there’s a lot of scope in these characters and I’d love to see what a professional could do with them.
Toll Collectors
We’ve seen two of the major Necromundan Guilds appear in model form so far. First there was the relatively normal looking but still very cool Slavers Guild…
…followed by the (soon to be released and deliciously weird looking) Water Guild – or Nautican Syphoning Delegation to give them their proper name.
However the one I’d really like to see is are the Toll Collectors of the Guild of Coin. This image of them hard at work steps straight from the kind of artwork that I’ll always associate with 40k and which, for me at least, sparks so much imagination and creative energy – yet which we rarely see given full expression in model form. In the grim darkness of the far future, this is your bank manager…
Grapple Hawk
Swooping out of the darkness to latch onto a hapless ganger using the metal hooks it has in place of feet (not to mention the other metal hooks it has in place of a face!) there are few 40k creatures more bizarre than the Grapple Hawk. Kept as pets by the more inventively vicious gang champions these winged horrors make a fine addition to any gang, but I can’t come up with a way to make one of my own that matches the terrifyingly demented looking creature in the artwork so if Forge World wanted to save me the job I wouldn’t say no.
Cephalopod Spekter
The Delaque are a creepy bunch, forever skulking around in the shadows, listening in to what the good people of the hive are saying and surrounding themselves with layer upon layer of lies. Pale skinned and unnaturally tall and thin, these hairless gangers, shrouded in long coats and with their eyes replaced by blank lenses, seem just a little less human than anyone else in the underhive – with the possible exception of the xenos hybridising genestealer cults of course. So whilst other gangers choose relatively normal creatures as pets – the Escher’s cats, the Orlocks dogs and the hulking Goliaths equally muscular crocodiles – the Delaque prefer something a little stranger. Pop down your local pet shop and ask to have a look at the floating biomechanical octopuses and the owner will know straight away that you’re an agent of the House of Shadows. Of course not any old Cephalopod Spekter will do, the truly discerning Delaque prefers one which they can really trust. In the world of falsehoods and obfuscation that surrounds them the only way to be sure of that is to implant your own cloned brain into the creature.
With House of Shadows and an accompanying expansion to House Delaque scheduled for later this year this is one we might just see in the coming months – or perhaps that too will prove to be just another lie…
So, what do you think? Are there any of these creatures and characters you’d particularly like to see as miniatures – or is there someone or something else in these books that should have made the list? As ever the comments section is all yours.
I’ve had this model for a long time, at least five or six years but possibly longer. I’ve been meaning to get him painted up as part of my underhive civilians collection (not to mention the fact that any Inq28 collection that doesn’t include him is really missing a trick) but what finally pushed me into action was spotting the Data-Scrivener in the House of Artifice book. Each gang in Necromunda can now take a range of hangers-on; these being the servants/assistants/allies of the gang who live in their hideout and enjoy the protection of the gang, but don’t generally get their hands dirty with any actual fighting.
Data-Scriveners are the futuristic hackers who specialise in stealing data from the hive’s ancient cogitators and manipulating them to suit their purposes. There are pretty strict rules about misusing technology in the Imperium but down in the underhive rules are there to be broken. The Van Saar, being tech-wizards to put the finest modern nerds to shame, have a habit of “liberating” whatever they feel like from the cogitator cores which regulate all the systems required to support life in the hive, and then using it against their enemies.
Because I want to include him as a hanger on to my Van Saar I went for a colour scheme that tied in fairly closely with the rest of the gang.
That said I didn’t to make him look so much like a Van Saar that I couldn’t use him in other roles, he’d still make a fine addition to an Inquisitor’s retinue, an Imperial Guard command post or the citizens going about their business in the hive depths. Hopefully he could even join another gang as their Data-Scrivener without looking too out of place.
Of course, having been in my possession for ages without seeing a lick of paint, he’ll be another contribution to the Neglected But Not Forgotten challenge being run by Ann’s Immaterium.
Scum’s Thoughts – Part 6
Us Necromunda fans have a fairly good idea of what’s coming our way over the next few months. Gang warfare on the polluted planet has traditionally centred around the six great houses, each of which received a set of plastic models in the wake of the game’s 2017 relaunch. In January 2020 the Goliaths were bolstered by the addition of new gang champions and prospects and this pattern has continued ever since at a rate of roughly one house per quarter (Covid related delays notwithstanding). Now the reinforcements for House Cawdor are almost upon us and the shadowy agents of House Delaque are only a few months behind. I’ll confess my love for the new Redemptionists has waned somewhat since they were first revealed but that’s just left me wanting to kitbash and improve them until they look the way they ought to.
However what I’m wanting to talk about today is the final section of the “road map” revealed by Games Workshop, the part which covers the last quarter of 2021 (and beyond). Now that we’ve seen the key releases from the “House of…” series it’s time to turn our attention to the further future. Care to join me for some baseless speculation and wild guessing?
Despite their significance there’s a lot more to Necromunda than just the big six houses. In this edition we already have rules and models for Enforcers, Genestealer Cults, Helot Cults, Corpse-Grinder Cults, Slave Ogryns and Venators. The possibilities don’t end there either. If they want to Games Workshop have a host of possibilities and potential new factions to explore. Indeed I would argue that this is exactly what they intend to do. It’s understandable for fans to fear that support for Necromunda may be inconsistent, or even nonexistent, in the future. GW have already dropped the game entirely from their catalogue once back in the 2000’s and even now support for some of the other “specialist games” like Adeptus Titanicus and Aeronautica Imperialis remains patchy and even Blood Bowl hasn’t seen much attention since last autumn. When the going gets tough, as it has in the wake of the Covid outbreak and Brexit for instance, the specialist games suffer so that the big cash cows like 40k can continue to thrive. Still, I don’t think it’s wishful thinking to suggest that Necromunda is well placed to remain an established part of the GW catalogue for a long time yet. At least, let’s hope so. Anyway, let’s leave those worries for another day and indulge in some guesswork instead! Here are a few of the gangs I think might be tearing up the underhive near you over the next few years – I’m sure we can all look forward to having a good laugh at how wrong I turned out to be!
Ash Waste Nomads
It may be grim in the hive but it’s even worse outside. The whole planet is a hellish, polluted wasteland, the only water is the toxic run-off from the great factories, storms of scouring wind and acid rain sweep over the tortured landscape and the people you encounter are as wild and dangerous as any underhive scummer. You wouldn’t think anyone would be mad enough to live out there but the Ash Waste Nomads have been getting the odd mention in recent books – with the Orlock book in particular offering some choice titbits on these outlanders. A couple of years ago we even saw some concept art, albeit fairly vague, for these road warriors…
… not to mention their dangerous looking steeds…
The (un)Dead
Somewhere else which has been getting a lot of mentions in the recent Necromunda books is Hive Mortis, enough to have caught my eye and got me thinking. A terrible plague has run rampant through the hive, leaving the entire population dead and their possessions unguarded. If you’re a ganger who wants to get rich quick and isn’t frightened of a little thing like plague then this is the place to go. However not all of the locals have taken death lying down. Plague zombies have been a part of Necromunda for a long time and Hive Mortis is apparently crawling with them.
The Corpse-Grinder Cults have already brought us a Necromundan spin on Khorne which leaves me wondering how long before the other Chaos gods try to get in on the act. Could the pudgy hand of Nurgle and his ghastly, disease-ridden cultists be reaching out from the fallen hive even as we speak?
The Immortal Cult
The Necromunda core rulebook also contains a brief description of the Immortal Cult, a cabal of rogue psykers who seek to bring about a psychic awakening in all of mankind. The cult first appears around the 34th Millennium and is still active in the setting’s “present day”, gathering outlaw wyrds who would otherwise be taken to the Black Ships to their banner. Just as the Corpse Grinder Cults put a new, and distinctly Necromundan, spin on Khorne and Hive Mortis could well be the start of a Nurgly invasion, so these sound to me like the Tzeentchian equivalent. House Delaque may think they’ve cornered the market in unsanctioned psykers but there are plenty more witches lurking in the depths of the hives…
Pitslaves
If you’re looking for entertainment in Hive City and getting cheated and shot in a Delaque gambling den, or drinking until your innards explode with a bunch of down-and-out scummers in an Escher bar doesn’t sound like sufficient fun then you need to head to the fighting pits! Here you can enjoy the sight of cybernetically-enhanced, stimmed-up gladiators beating the hell out of each other or fighting against monstrous wild animals.
Of course, when it comes to finding people to actually get in the ring and fight demand tends to exceed supply and although Goliaths are known to enjoy getting stuck in most fans prefer to watch from the sidelines. Fall foul of the Guilds, fail to pay your debts or otherwise end up on the wrong side of the law however and you might just find yourself sold into a life as a pitslave, and rewarded with a few “enhancements” to make your life of vicious, crowd-pleasing violence and mayhem a little more interesting for the spectators. However it turns out that taking a bunch of hardened criminals, throwing in a few honest citizens who’ve suffered one punishment too many, arming them to the teeth and giving the best combat training available by making them fight each other until only the strong survive, might not be a good move in the long run. Pitslaves are known to revolt, butcher their way to freedom and enjoy a life on the run down in the underhive – where things are no less violent but at least they get to keep the profits.
Pitslaves have been a part of Necromunda for many years but back in the old days the models were, to be frank, less than inspiring. Imagine how good they could look now though…
Spyrers
Whilst most people in the underhive are just trying to stay alive and avoid catching too many bullets, the Spyrers are there for a little fun. Rich arseholes from the upper part of the hive these spoiled young nobles have spent daddy’s money on the best guns around and have headed down into the very worst part of town to live like common people and do whatever common people do – which on Necromunda means “shoot each other”.
I know a lot of people really want to see these making a comeback but frankly I’m not entirely convinced. By my memory they always seemed disastrously powerful in game back in the old days, not to mention a little out of place amongst the rag-tag gangs, and as a result I never really liked the spoilt gits. That said I’m not going to lie to you, if GW produces some models my addiction to Necromunda will probably see me starting a small army of them. Plus I’d not be averse to seeing how the braying oiks enjoy a kicking from an ambot! I’d still rather see something else though. Speaking of which…
Scavies and Muties
At the very opposite end of the Necromundan social hierarchy from the Spyrers we have the scavies, muties and their ilk. Hive City being the polluted pit that it is the odd minor mutation like an extra finger is given a bit more leeway than it might be elsewhere in the Imperium but any more than that and it’s only a matter of time before either the Redemptionists or the Enforcers turn up to “have words” (and by “have words” we mean, kill everyone and burn the settlement down to make sure). If it turns out that the reason your friend, family-member or neighbour never takes off their hood or ragged robe is because they’re hiding a couple of tentacles then the best thing to do is to drive them off into the underhive as fast as possible. There they can do what muties do best, sneaking around in the dark and gobbling up unwarey hivers.
Only those who’ve fallen on the very hardest times, houseless scummers without the common decency to drink themselves to death, would sink so low as to fight alongside these muties or join scavie gangs.
Needless to say I have a real love for the muties and scavies. Back in the old days they would drive herds of mindless plague zombies into town to spread mayhem, employed hulking mutants known as “scalies” as enforcers and even had their own mutant dogs. I’d absolutely love to see them making a comeback and in the meantime I’ve even made a few of my own.
I already have my eye on turning a few of the new Kruleboyz Gutrippaz into scalies. A nice new kit for these dregs of the hive would be a dream come true though – and undoubtedly well received by anyone looking to spice up their collection of chaos cultists for 40k as well.
Ratskins
For some strange reason that’s never been made entirely clear, the overpopulated, polluted, industrial hell of Necromunda gave rise to a race of carbon copy Native Americans (as envisioned by spaghetti westerns at least). I’m sure people can and do enjoy many a happy hour debating (read: yelling at each other on social media) over whether they actually were racist or just seemed racist, but one thing that can’t be denied is they were woefully out of place and extremely lazily designed.
Something you could never accuse the writing for modern Necromunda of is laziness however. A vast amount of love and attention to detail has been poured into the world in recent years and it’s paid off with some wonderfully well developed factions. It can be hard to overlook the rather heavy handed Native American aesthetic of models for the Redskins – sorry, that should be Ratskins! – and the use of terms like “chief” instead of leader and “brave” instead of ganger (and yes, that is a bit racist). However if you strip away these trappings, at their heart this is a tribal people, trying to live a peaceful, spiritual life away from the rest of Necromundan society, but who keep being bothered by local thugs shooting up the place until they have nowhere left to run to – and that’s a concept with a lot of potential. Cut away the “cultural appropriation” before the online activist brigade work themselves up into a collective aneurism, get back to the core concept behind the Ratskins and have the current writers rebuild them from the ground up and I reckon they still have a lot of potential.
Beastmen and Squats
No, not all together in the same gang. However something that Necromunda has done very cleverly has been to dig back, not just into the game’s own history in the late ’90s and early 2000s but even further back, to the very earliest days of Warhammer 40k itself. Until recently the vast majority of us didn’t really expect to see Squats stamping around the landscapes of the far future ever again, and then Grendl Grendlsen showed up in the underhive and proved us all wrong.
Whether or not we ever see Squats taking to the battlefields of the Warhammer 40k in force, and taking their well deserved revenge on those Tyranids at last, remains to be seen. Likewise I’m not holding my breath for regiments of beastmen to be pressed into the Imperial Guard (nice new models for ordinary humans in the Guard seems like a big ask at the moment so let’s not set our sights too high!). However there are still plenty of us who love these old factions, and though Games Workshop’s moneymen may not, in their infinite wisdom, be willing to invest in whole armies of them, a Necromunda gang might be a fine place to give them a home and keep them alive. Or perhaps I’ll have to finally make good on my promises and pick up a box of Gors and a box of Kharadron Overlords and make my own.
These are just my thoughts however – now it’s your turn. Was there something obvious I missed from my list that you’re just itching to see unleashed in the hive? As ever the comment’s box below is the place for you to get it all off your chest!
28 Comments | tags: Ash Waste Nomads, Comment, Editorial, Muties, Necromunda, Nurgle, Pitslaves, Ratskins, Scavies, Spyrers, Squats | posted in Editorial, Necromunda