Category Archives: Necromunda

The Ladykillers – Part 16

It wouldn’t be Fembruary without some Eschers, especially as my Necromunda gangs have been a little neglected of late. Since they were released last summer I’ve not got around to painting any of the new Escher models and this month was the perfect excuse to give one of them a try. 

I did toy with the idea of painting a Death Maiden for my gang but I’ve not managed to get around to her yet. Maybe I’ll find a moment before the end of the month. I did however tackle one of the Wyld Runners, the rebellious youth of the house who grow up roaming far into the underhive and outland wastes. I wanted to strike a balance between the bright outlandish colours of the Eschers and a darker scheme suitable for a ranger, hunting alone in the darkness of the ruined cities. Honestly I’m not entirely sure I got the balance quite right but I certainly gave myself some food for thought for when I get around to painting her sisters.

Necromunda Wyld Runner Escher ConvertOrDie Wudugast (1)Necromunda Wyld Runner Escher ConvertOrDie Wudugast (2)Necromunda Wyld Runner Escher ConvertOrDie Wudugast (3)Necromunda Wyld Runner Escher ConvertOrDie Wudugast (4)

With so many different models from all kinds of projects crossing my painting desk at the moment you might be forgiven for thinking that I’ve forgotten all about the acolytes of Tzeentch that I was working on back in January (and indeed I’ve put that project almost entirely on the backburner until Fembruary is over). However almost entirely is not the same as entirely so tomorrow we’ll take a look at a lady who’s dedicated herself to the god of change…


Scum’s Thoughts – Part 3

On Friday Games Workshop, in one of their regular updates regarding Necromunda, announced that we’ll soon be seeing new models for the Cult of the Redemption. Admittedly what they wrote was more of a teaser, and the word Redemptionists was never actually used, but so little subtlety was employed that, to anyone familiar with the game or it’s setting, they might as well have announced “Redemptionists are coming soon” in twenty-foot tall letters of fire, fuelled by burning heretics.

Obviously I’m excited about this, the world of Necromunda is probably my absolute favourite aspect of Games Workshop’s various universes and the models that have been released so far have been uniformly excellent. The thought of seeing pyromaniac religious extremists thrown into the mix can only be a good thing in my book. We’ve yet to see any sign of actual models, beyond these two little snippets, but – without wanting to sound blindly fanboyish – I’m optimistic that they’ll maintain the high standard we’ve seen for the game so far.

Redemptionist Preview 1

For those readers who’re unfamiliar with the backstory of Necromunda the Cult of Redemption is a splinter of the Imperial Creed (the state religion of the 41st Millennium which holds that the Emperor of Mankind is the one true God, that heretics, mutants and aliens must be abhorred and that the orders of one’s superiors must be obeyed unquestioningly). The Cult of Redemption takes this a bit far, as they do with everything, adding that the End Times are upon us, that mankind is unworthy and that all are sinful and must be purged – but for a tiny minority of the righteous of course. Nowadays you can find the exact same people preaching their creed of hatred on Twitter, but by the 41st Millennium they’ll be venturing into the Underhive to bring the light of the Emperor to unbelievers. And when I say light I mean the kind that comes out the business end of a flamethrower or springs from a heretic’s pyre.

Redemptionist Preview 2

Late last year a “road map” of forthcoming releases was announced, with House of Faith, the expansion for House Cawdor, due to be released in the second quarter of this year. Given that the Redemption is the official religion of House Cawdor it’s impossible to see these things as anything other than intrinsically linked. As it stands I’ll surprised if the new models for House of Faith and the Redemptionists turn out to be anything other than one and the same.

Roadmap

I am curious however as to exactly how the appearance of these models is going to be handled. Redemptionists were one of the key factions of Necromunda in years gone by and since the relaunch of the game there have been plenty of people, myself included,  bumping our gums about exactly when they’d be making a return. Their popularity, and their intrinsic role in the setting, makes it hard for Games Workshop to push them onto the back burner forever. However the Redemptionists of old had a very distinctive aesthetic, and – to borrow a word from online activists – that look is “problematic”. If you’ve just joined the Cult of the Redemption and you want to make an impression, going out dressed in a long flowing robe and a tall pointed hood is an absolute must.

Redemptionists 3

I must confess, and here I know I’m showing my cultural bias, but I never really thought there was anything offensive about their look. Back in the early 2000’s when I first encountered them I just accepted them for what they were, mutant-hating, fire-starting bigoted bastards in big hoods. Then, a couple of years ago, Games Workshop previewed a new special character for House Cawdor – the Headsman.

Headsman 1

At the time I was a lot more connected to social media than I am now and I was struck by the response of the fanbase. In Europe the sentiment seemed to be “Oh cool, a new Redemptionist”. Here we had a modern interpretation of an established concept; a hooded executioner, which references the look of the Spanish Inquisition but transposed to the far future where he had ample time to indulge his hobbies of collecting candles and nooses and burning to death anyone he reckons is sinful. Across the pond in the United States however pearls were clutched and knickers were twisted as the fanbase reacted with horror. Some people were quite rude to me and others on Twitter for daring to think it was acceptable (mind you, everyone is rude to everyone else on Twitter all the time so there’s nothing particularly special about that). Clearly – a vocal element within the fanbase declared – Games Workshop were in league with the KKK. Games Workshop, presumably fearing what might happen to their profits if one of their largest marketplaces suddenly got it into their heads that the company had some kind of racist agenda, toned the model down a bit to create something a little more sensitive to the America customer before it was released.

Headsman Cawdor 2

Since that time of course news channels around the world have been dominated by the rise of violence, rioting and extremism in the United States, with race a key issue fanning the flames of division. Now it should go without saying, but alas I’d better say it anyway before someone writes in to tell me I’m a Nazi, that I’m staunchly opposed to racism and bigotry in all its forms and I find the actions and beliefs of the KKK and their ilk abhorrent. What’s more I’m conscious of the fact that Games Workshop are a global company and the US is the world’s largest economy so treading with care here is understandable, especially as that country undergoes what appears from the outside to be an almighty social upheaval. Add to that an increasing sensitivity to issues around race on both sides of the Atlantic (and beyond) and I pity the poor designer who must have worked on these models with representatives of the legal team hovering on one side of his desk and the PR department on the other. Meanwhile social media is rife with the kind of paranoid aggression and frothing rants that the Redemptionists themselves would approve of. Maintaining a public image in this climate is a delicate business and the Redemptionists are exactly the kind of models that could easily provoke outrage amongst those looking to be provoked. Honestly I’m worried that someone will decide they ought to “cancel” me with extreme prejudice just for acknowledging that this is an issue people are sensitive about. More and more it seems that, online at least, people are either walking on eggshells or spoiling for a fight. Calm discussion and the exchange of ideas is, like, soooo last decade.

Still, it’ll be a shame if the Redemptionists, when they do appear, stray far from the concepts of old. To me the Redemptionist models were amongst the best in the old Necromunda range and their aesthetic was particularly iconic. I would much prefer to see the old concepts reborn in the form of nice new kits rather than a redesign that strays too far from what came before. However here I find myself comparing them to the Ratskins, those tribal underhive natives who so often found themselves the victims of the Redemptionists’ purges – when they weren’t able to slip away into the darkness of course.

The Ratskins are a tribal people who, like the Redemptionists, had a range of models in old Necromunda but have yet to appear on tabletops of the new edition. Uniquely adapted to the underhive the Ratskins rely on sound and smell to track through the dark, hidden passageways and vaults deep beneath the hives. They worship the hive itself as a great spirit, care little for the world of the gangers and even less for the industry of Hive City and prefer to live peaceful lives in the dark depths. Some however get pushed that little bit too far by uphive gangers acting like dicks, or become addicted to the booze and drugs supplied by their more “civilised” neighbours and end up taking up arms and getting involved in the tabletop violence that we all know and love. After all a range of models that slips silently away through hidden passageways and avoids violence doesn’t make for the most exciting gaming opportunities.

Ratskin Art

The concept is cool and I’d love to see them brought back into the game but unlike the Redemptionists a revamp of their aesthetic really wouldn’t go amiss. Whilst the story of the Ratskins paints a picture of a unique tribal culture the models were pretty blatantly just Native Americans in space.

Ratskins

So why exactly would I like to see the Ratskins revamped and the Redemptionists brought back much as they once were? Partly it comes down to the fact that, much like the Space Wolves and their unashamed plagiarism of Viking culture, it’s hard for me to believe that a planet as toxic and industrialised as Necromunda would somehow produce carbon-copy Native Americans (especially as even on Earth Native Americans were not one homogenised culture). It breaks my sense of immersion in the setting to have to account for something so wildly out of place. The Redemptionists on the other hand feel a bit more like their own entity. Yes they borrow aesthetic elements from the Spanish Inquisition (something no-one was expecting) but they appear rooted in the 41st Millennium. The Ratskins meanwhile belong much more to the school of thought that gave us various 40k factions imported root-and-branch from modern and historical cultures; the previously mentioned Space Wolves and various Imperial Guard regiments foremost amongst them.

Then there’s the fact that the Redemptionists echo an uncomfortable truth – that bullies and religious extremists will always be with us. It is part of the human condition that some amongst us will allow hatred to define them, and will latch onto a creed or cause to justify the violence they crave. Whilst a world like Necromunda would be unlikely to miraculously produce Native Americans it would undoubtedly be full of those who, filled with bitterness at the hardship and oppression of their lives, would recognise in the preacher’s words a call to lash out against those unable to fight back.

Redemptionists 2

I opened this article with the idea in mind that the Redemptionists will appear as a bolt on to House Cawdor, and I stand by my theory that this is what we’re most likely to see in a few months time. There is, however, another option. The Redemption spreads far and wide on Necromunda and draws all kinds of individuals to its cause. House Cawdor may have embraced it wholeheartedly but there are plenty of others who fall under the sway of its hate-filled doctrine. Could we see the option to field a gang made up entirely of Redemptionists or would the new models, much like recent releases for the Goliaths, Eschers, Orlocks and Van Saar, only be available as champions in a gang which draws its rank and file from the Cawdor? Alternatively could we see something akin to the existing rules which allow for a gang to fall under the sway of a cult? Already we can modify a gang taken from one of the major houses so that they can devote themselves to one of the Chaos Gods, or become infested by a Genestealer Cult. Could we be so lucky as to see two new kits, one which brings new champions and prospects to House Cawdor gangs and one which builds Redemptionists which can then either be used to form purely Redemptionist gangs or to convert house gangs which have abandoned their old loyalties and devoted themselves to the fury of the Redemption? The latter seems overly optimistic but who knows, I certainly didn’t expect gangs of Slave Ogryns either.

Regardless of how things turn out I’m going to be watching this release with great interest. Now if you’ll excuse me I’m off to start a pyre…


Yolanda Skorn

Mad, bad and extremely dangerous to know, Yolanda Skorn first appeared as a bounty hunter for Necromunda not long after the game was relaunched in 2017. Necromunda aficionados may be wondering if she’s the same Yolanda who sometimes goes by the name Outland Annie, but she isn’t – a planet the size of Necromunda playing host to numerous people with the same first name, even if that does make things damn confusing for the rest of us. Allegedly the two Yolandas are a result of honest human error, the team behind Necromunda forgetting that there was already a character named Yolanda until after they’d released the second one – which given the complexity of these games is an understandable mistake to make sooner or later.

Anyway, having taken a crack at killing her gang leader in a failed coup this Yolanda got kicked out of the Escher gang she’d been running with and sent off to make mayhem throughout the underhive.  Now she roams from place to place, taking on contracts as a bounty hunter and psychopath for hire, but never lingering long because there’s only so much brutal insanity even the most hardened downhive gang boss is willing to put up with in the long term.

Back in Fembuary 2020 I dug Yolanda out of the box, got her assembled and basecoated and was all ready to paint her up. As in so many ways however 2020 did not go as planned, and here we are a year later and she’s no further forward.  I’m riding a wave of enthusiasm right now though so I decided to just sit down, with no distractions, and get her painted.

Yolanda Scorn Necromunda Wudugast ConvertOrDie Warhammer (1)Yolanda Scorn Necromunda Wudugast ConvertOrDie Warhammer (2)Yolanda Scorn Necromunda Wudugast ConvertOrDie Warhammer (3)

Done! Next, some even more blood-thirsty individuals. If you thought Yolanda was a killer without a conscience these next ladies are even more vicious…


It Takes A Village – Part 4

Now don’t get over-excited, I’ve not managed to convert and paint up even more 40k civilians over the last few days (although I do have a few WIPs waiting for paint, and more ideas than I can shake a servo-skull at knocking around inside my brain and demanding attention). However when I went to pack away the latest additions, the butcher and the lady of purchasable affections, I realised that I’ve managed to complete a fair number of them now. Maybe not enough for a village quite yet, and certainly not the entire population of Hive City, but perhaps enough for an underhive holestead and certainly enough to justify a group shot (I know it looks tiny but give it a click and you’ll get a proper view).

Inq28 Necromunda Civilians Underhive Wudugast ConvertOrDie

As we hurtled wildly towards the end of 2020 life beyond our hobby is keeping me busy enough that I suspect I won’t manage many more posts before the New Year. That said I do have some Blood Bowl players near to completion so all being well you should at least see those pop up in the next few days.


It Takes A Village – Part 3

Today it’s time for two more civilians to join the populace of the underhive. First up, a butcher. If you fancy a rat on a stick for dinner and can’t afford to buy from the local Corpse Grinders (or they’ve degenerated into a cannibal cult) then this is the chap to visit.

Underhive Civilians Necromunda Inq28 Wudugast (3)Underhive Civilians Necromunda Inq28 Wudugast (4)

I cannot for the life of me work out what the base miniature I used here is so please, anyone who recognises it pop a comment in the box below and I’ll credit whoever sells it (assuming it’s still on sale these days). To begin with he just looked like an ordinary butcher but a headswap for one from Anvil Industries and a backpack from one of GW’s Kharadron Overlords soon sorted him out.

EDIT: Thanks to caseyrog I now know I got this guy from Syr Hobbs Wargames and before I started chopping him up he looked like this:

Butcher

Secondly, where hardship and deprivation is endemic the world’s oldest profession is bound to appear. Some people try to glamorise prostitution – and certainly this lady looks a bit more glamorous than most of my other underhive residents (in a grubby, Inq28 kind of way of course!). Suffice to say that my intention was not to play to that kind of disingenuous nonsense which likes to pretend that, despite the fact that the vast majority of women who find themselves in prostitution are extremely poor and the subjects of extortion, violence and abuse, that somehow it’s all terribly jolly, liberated and sophisticated. It isn’t, they’re tossers, moving on!

On the other hand Necromunda is a game and the real world is quite grim and serious enough without making the things we do for enjoyment into exercises in handwringing bleakness. The aim is to have a little fun and not take everything too seriously so glamorous prostitute it is!

Underhive Civilians Necromunda Inq28 Wudugast (1)Underhive Civilians Necromunda Inq28 Wudugast (2)

This time I did manage to find a picture of the unconverted model (alongside a couple of blokes who I don’t own but have the potential to be underhive citizens themselves perhaps).

Reaper 1

She’s from Reaper’s range of plastic miniatures and, having heard a lot of people complain about those plastics I went into this project knowing it might turn into a fight. Well they weren’t wrong – Reaper plastics may be cheap but it seems you get what you pay for! I’d been considering getting a few more of their townspeople and the range of options (and yes, the wonderful “it’s like the last couple of decades of inflation never happened” prices) were a big part of the appeal. I might yet, but if I do I’ll be a lot more choosy and only from the metal range – which again is a shame because plastic is normally easier to convert than metal, and converting these is central to tying them into the underhive setting. The plastic  though was just too unpleasant to work with, paint didn’t stick to it easily and gluing on additional components or adding greenstuff took every scrap of hobby cunning I could muster to stop them just falling straight back off again. And yes, I tried things like cleaning it (don’t knock it – it works for resin), lighting incense, chanting ominously, all the usual tricks basically. I do have a couple of other Reaper plastic models I got at the same time (and for the same project) – I may or may not ever do anything with them now. Ho hum – at least they were cheap!

Anyway, I didn’t mean to end up moaning there, I’m still damn pleased with the end result on both of these. Again I’ve got lots more ideas for underhive dwellers and other citizens of the Imperium that I’d like to get around to so as soon as I do, I will!


The Oathbones – Part 10

I seem to have developed an obsession with kitbashing Cawdor gangers lately…

Cawdor Necromunda ConvertOrDie Wudugast (1)Cawdor Necromunda ConvertOrDie Wudugast (2)Cawdor Necromunda ConvertOrDie Wudugast (3)Cawdor Necromunda ConvertOrDie Wudugast (4)Cawdor Necromunda ConvertOrDie Wudugast (5)

…of course now I just need to redirect this energy into getting some of them painted…


Scum’s Thoughts – Part 2

There’s been a lot going on in with Necromunda lately and needless to say, although my brushes have been busy with Blood Bowl, at least part of my brain has remained focussed on life in the Underhive. Various new models have been previewed over the last little while, with the most attention grabbing additions being the new recruits for house Van Saar. The House of Artifice will be getting a box with six additional fighters, including the Archeoteks, champions who have mastered the most powerful technologies available to them.

Van Saar 1

When I first saw the Van Saar models a couple of years ago I didn’t really see the appeal. My attention back then was captured by the brutish tech-barbarians of House Goliath and the amazing punk-amazons of House Escher, and the Van Saar looked a little clean and sleek for my taste. Needless to say they grew on me a great deal, and I now have a band of these high-tech killers stalking the dirty streets of the underhive at my beck and call. Will I be adding the newcomers to their ranks? Of course I will!

In my opinion the Archeoteks are some of the coolest looking champions we’ve seen for the game, standing alongside the Orlock Armsmasters. However much of the attention given to these reveals has focussed instead on the hot-headed young Neoteks who speed through the air on what can only be described as hoverboards.

Van Saar 2

They’re utterly ludicrous of course, but then Necromunda in general is fairly silly. After all this is the place where a demonically possessed lunatic can be seen fighting to the death against an angry cat (or an exploding rat) so why not throw in a flying skateboard or four? If they’re too silly for your taste, don’t use them – but there’s no hiding from the fact that Necromunda is silly (in fact the whole 40k setting is silly), and that’s a big part of why we love it.

Speaking of angry cats we’ve also seen a preview of the new Phyrr Cats which will be joining Escher gangs early in the new year.

Phyrr Cats New

Rules for these beasts have existed since way back in the early days of the new edition but, as with a lot of things in the underhive, models haven’t been forthcoming until now. To be fair we did see a pair of models previewed for them a long while back, and everyone tended to agree they were pretty much duff. Luckily GW agreed with us and retired them unreleased.

Phyrr Cats Old

In search of an alternative I grabbed myself a set of Hoar Cats from Wyrd Miniatures which have been running around with my gang ever since.

Lately I have been thinking that they look a little plain I might be tempted to repaint them with some stripes or something similar, especially now that Contrast paint has made adding patterns to animal fur so much easier. Of course I could be tempted by a pair of the new cats, price and other projects depending.

Outlaw Brutes

The latest issue of White Dwarf brings us rules for four more brutes, exclusively available to Outlaw gangs (that being those gangs who’s operations are even more shady, criminal and liable to earn the ire of the Enforcers than all the others). As if the more civilised parts of the hive cities weren’t grim enough there are all kinds of twisted horrors lurking in the badzones, just waiting to be “tamed” by a gang low on options and full of deranged opportunism. Let’s take a look at our four new options…

Scrapcode-Corrupted Ambot

As if taking a huge, predatory burrowing alien and wiring its brain into a big mining robot wasn’t enough of a health-and-safely violation, it’s not unknown for an Ambot to become corrupted with a tech-virus – either by accident or as a result of the tampering of a downhive heretek. I already have a pair of ambots but I’ll admit I’ve had a longstanding temptation to pick up a second pair and turn one of them into a spiky, Chaos infused abomination with which to horrify right-thinking tech-adepts everywhere. For the other I plan a slightly more involved conversion to create a “dreadnaught” with a wounded purestrain genestealer inside. Will I ever get around to either project? Who can say – although I’ll admit these new rules do make it more likely. Of course first of all I probably ought to finish painting my normal Ambots…

Mutated Ogryn

Just because an idea is obvious doesn’t mean it isn’t good. My Blackstone Fortress Chaos Ogryn has been rocking out with my Chaos Cultists for ages, now GW have come along and made it official.

Warp Horror

Whilst the previous two concepts are cool, it’s the second two which really allow one to get creative and start cooking up crazy conversions.

For those who want to be really Chaotic and devote themselves even further to the will of the Dark Gods there’s the Warp Horror. Even criminal scumbos won’t generally go near these but Chaos Helots and Corpse-Grinder Cultists aren’t nearly so fussy. These are not so much the rampantly mutated monstrosities that are Chaos Spawn but rather a creature infused by the power of the Warp, perhaps even born directly from it. The article suggests using the various Nightmare Hulks from the Kill Team Rogue Trader box. I think this chap will fit in nicely alongside my hungry Corpse-Grinders, and it gives me a bit of encouragement to paint up the rest of them as well. Later on I’ll probably come up with the odd part-daemonic converted monstrosity as well…

Sump Beast

Last but not least, the Sump Beast. This is a real convertors goldmine, with all the shackles off. This is a chance to make anything from a many-limbed monstrosity with a prehensile tongue to a shambling giant with a lashing tail. In this instance I don’t actually have any set ideas in mind, but I know there’s going to be something lurking in the dark beneath Ironhouse that one of my gangs will tame. I just need to have a rummage around in the bits box and see what I can find… 

The House of Iron

I had hoped to be able to talk a bit about the latest in the “House of…” series, House of Iron, which covers the Orlock gang and their affiliates. Unlike some of the other houses it took me a while to really get excited about the Orlocks, it’s very easy to just see them as the ordinary Joes of the setting, and a little bit dull in comparison to some of the more obviously outlandish or showy gangs. In time I’ve grown to really like them however and I was hopeful that House of Iron would give me the push to start working on my own gang. Unfortunately I made the error of pre-ordering my copy of the book, and the new miniatures, alongside a few other odds and ends, from Element Games, and – over a month later – they’re still sitting on it like Smaug in his cave rather than sending it out. Apparently one of the other items I ordered alongside it has gone out of stock and had to be backordered and this is taking longer than expected. These things happen, and when this has happened in the past they’ve just sent out a part-order and waited for the rest to arrive, but not this time. It’s a shame, Element used to be one of the best places to buy miniatures in the UK, with excellent prices, fast turn-arounds and impeccable service. Sadly I’ve noticed a real decline from them over the last few months of which this is just the latest. Hopefully it’s just a phase they’re going through, probably suffering with the pandemic and the economic turndown like the rest of us, and they’ll get their shit together in time. In the meantime though its left me very much disinclined to order anything else from them.

Anyway, enough grousing, I’m sure eventually they’ll give up my book and miniatures and let me get a proper look at the Orlocks, at which point I’ll undoubtedly have a bunch of ideas to share here. Who knows, this guy and his pals might even get painted at last.

Look To The Future Now

Finally we got a nice little preview of the release schedule planned for 2021. There’s nothing here that’ll come as wildly out of the blue to the dedicated fan, the Van Saar (not shown) had previously been announced as coming early in the new year, and it made sense to assume that Cawdor and Delaque would follow.

Roadmap

Naturally I’m curious to see what additions these latter two gangs receive, especially given the high quality of the new models for the other four. As I recall it was announced early on that five of the gangs would receive new champions and prospects and the other would receive “something different”. (Don’t quote me too closely on that of course, my interest in Necromunda may be a little obsessive but my memory is far from perfect, as my fiancée often reminds me…). Anyway, my money is on Delaque being the ones to get “something different”, in keeping with their general air of mystery and strangeness. I’m also curious to know how GW will handle a book which reveals everything about the house in wonderful detail and depth – as the previous “House of…” books have – whilst still maintaining the inscrutable ambiguity that forms a big part of why we love the lanky goths. I’m guessing it’ll be written entirely in cipher.

As for the Cawdor I’ve heard a few people speculating that the Redemptionists, who have long been closely linked to the House of Faith, will be rolled into this release. Frankly I hope not. Back when the Cawdor gang box was released Andy Hoare (reigning Necromunda big cheese) commented that many people expected Cawdor and the Redemptionists to be combined into a single faction but that he intended to separate them out into two more clearly differentiated factions (again, see note above regarding my obsessive interest vs questionable memory!). Certainly this would be my preference, why have one faction when you could have two after all? Furthermore there’s a lot more to the Cawdor than simply being Redemptionists, this is a working society, fully integrating into the wider world of Necromunda, and that gives designers plenty of room to explore. The Redemptionists on the other hand retain a laser focus on burning heretic scum and are, I suspect, less likely to put in time taming rats or sorting scrap.

Of course there’s no denying that the Redemptionists are “problematic”, to use a word popular with keyboard warriors and the rage-filled-for-a-cause these days. When the Cawdor special character known as The Headsman was previewed online wearing a tall, pointed hood, knickers suddenly found themselves in a terrible twist.

Headsman 1

Faced with a barrage of spittle-flecked fury worthy of the Redemptionists themselves, GW – understandably uncomfortable about what claims that they were in some manner supporting the KKK might do for their sales – dialled things back a little before the final model was released.

Headsman Cawdor 2

Perhaps then, they have come to think that it would be easier to just tuck the Redemptionists into a corner of House Cawdor and forget about them rather than risk committing the cardinal sin of releasing a range of miniatures which, if you look at it through the right set of cultural biases, squint really hard and wish upon a star for an excuse to get offended, might just prove to be “triggering”. Personally I hope that common sense prevails and we get a full set of new Redemptionists someday. Remember, painting a miniature does not automatically mean subscribing to vaguely similar real-world ideologies (something fans of historical miniatures managed to come to terms with some time ago). A friend of mine collects Tyranids and to the best of my knowledge he’s never eaten anyone…

Moving on we can look to this time next year, where something mysterious lurks on the horizon. What exactly we might be seeing in terms of releases that far out remains anyone’s guess but it’s always nice to be reminded that Necromunda is going from strength to strength. Whilst fans of 40k and AoS can sleep at nights knowing that very little short of the apocalypse is likely to occur which really affects the market dominance of their chosen games. Those of us who enjoy the so-called Specialist Games are always uncomfortably aware that we’re living on the fringes and, in a landscape of increasing economic and social turmoil, should GW need to protect the power-armoured golden goose it’s likely to be our heads on the block. Thus that mysterious “And More” in the final quarter of next year’s roadmap serves as a comforting reminder that there’s life after Delaque.

Finally this we also got a reminder of the art for the Water Guild, alongside the comment “we’ll be seeing some of the Necromunda characters that already have awesome artwork make their debuts as models. So we might be seeing this Master Nautican in the underhive before long…”.

Water Guild

Now whilst this is a deliberately vague statement, and the phrase “before long” could mean almost anything in the Necromundan release schedule,  this is still an exciting confirmation that the Water Guilders are on their way, and indeed that other Guilders are likely to follow. The Guilds contain some of the most interesting concepts in the entire setting, and the Slaver’s Guild were excellent miniatures, so my hopes are high. Of course the price is likely to be equally high but we’ll cross that bridge when we come to it.

Anyway, I’m feeling that I’ve probably wittered on long enough – and if I feel that way you probably do too! As ever if you have thoughts or opinions you’d like to share, the floor (or the comments box) is all yours.


The Badzone Kings – Part 1

It’s a well known fact that I’ve never met a Necromunda gang I didn’t like, and sure enough I’ve thrown in my lot with the ogryns as soon as I got my hands on them. I’ve not got around to painting anything yet but I’ve been busy kitbashing to recruit the first members of my free ogryn uprising.

In a lot of ways this is quite a basic kit, there’s only two bodies for example – one striding purposefully, one standing firm on his bionic leg – and the rest of weapons and arms are actually quite limited. It does however manage to do quite a lot with the space it’s given, and as a result it’s surprisingly versatile. Needless to say I’ve already been trying to push those boundaries even further by mixing in bits from elsewhere. A word of warning for anyone thinking of doing the same, these guys may be big by Necromundan standards but they’re not the largest ogres in Games Workshop’s catalogue by any means. Perhaps it’s the lack of decent nutrition combined with life in the cramped corridors of hive city, or perhaps it’s just to fit the bits onto the sprue. Some parts of the Imperial Guard ogryns will fit but most are a little bit too big. The Blood Bowl ogres are a better fit, although naturally lack the range of suitable weapons that might be available elsewhere. The AoS/WHFB ogres are, for the most part, disproportionately large. Dragon Ogres, Ork Nobs and Orruk Brutes all offer some interesting possibilities though, and I’m planning to explore these more in the future.

First of all, as already shown a few weeks ago, I put together this lad – built straight out of the box as I familiarised myself with the kit, with the only tweak being the inclusion of a gas-masked head from the Imperial Guard Ogryn/Bullgryn kit.

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Following on I built a second ogryn, based around the same body, but swapping in a head from the Blood Bowl ogres and a club from the Imperial Guard Ogryns. Otherwise I kept him quite spare and toned down, without adding in any of the fancy gubbins that come with the kit to capture the sense of an ogre that relies on brute simplicity to get things done. I could almost imagine him hanging out with my Palanite Enforcers (whenever I get around to them!).

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Having kept him quite pared-down and straightforward I decided that the next one needed to be a bit fancier so I gave him some ramshackle armour (borrowed from an Orruk Brute) complete with the spiky jawbones of some underhive monstrosity.

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Finally every gang needs a leader, and so I turned my attention to kitbashing an Ogryn Overboss. Unlike the others I used the Imperial Guard Ogryn as the base model and went nuts on decorating him with scavenged odds and ends. He’s not done yet, indeed he’s still got a fair way to go before he’s finished, but who can resist a sneaky peek at what I’ve come up with so far.

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Whilst his body and armour comes from the Imperial Guard kit his backpack and powerfist are from the Necromunda models, his head is from the Ogre Ironblaster (probably my all time favourite Ogre head) and his knife is from the Chaos Dragon Ogres.

He’s a big lad, not disproportionately huge in comparison to his gang-mates but big enough to make it clear who the boss is.

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As usual I’ve no idea when I’ll get around to working on more of these, whenever the hobby butterfly seizes me and drags me back into the Underhive I guess. For the moment I’m going full steam ahead with the undead but it’s safe to take it as read that I’ll be getting back to these sooner or later.


Muties – Part 4

I reckon my mutie tribe could really use a bit of muscle, after all swarms of little gribbly dudes are all very well but mutants come in all shapes and sizes. Time for a big ugly to join up with the little uglies!

This chap comes from Mad Puppet Miniatures, who’s line of post-apocalyptic models would generally fit in well in Necromunda. Being mostly lumpen flesh his face tends to get a little lost against the background of the hump and although I did try to highlight the face up a little it hasn’t entirely worked enough to make it stand out in photographs. However as I write this it occurs to me that adding a red or purple wash to the hump might be a fine solution so I may well return to him at a later stage and try that out. Alternative suggestions are more than welcome however. For now though I’m calling him done. Oh and for those eagle-eyed readers currently peering at the pictures, he is indeed carrying a teddy bear.

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He’s not ridiculously massive in comparison to the other mutants, just big enough to add a variety of sizes to the group.

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As I mentioned a couple of days ago I’ve got a few more mutants knocking around which I’ll be adding to the gang at some point, as usual “watch this space”.


Muties – Part 3

Time to return to the very dankest depths of the Underhive today as we go in search of those most downtrodden of all Imperial residents – the foul and degenerate and/or unjustly maligned muties. As with the previous sets these were all based on the goblins from Games Workshop’s Lord of the Rings range, with the addition of various odds and ends from the bits box and a little bit of greenstuff. I didn’t go into any of these with a set plan, I just dug around in the leftover bits I had available and saw what I could come up with. Before we begin here’s a reminder, for anyone unfamiliar with the stock LotR goblins kit, what it was that I was working with.

Goblin Town Goblins LotR

And here’s the latest additions.

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And here’s the three new recruits together.

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With these three complete the mutie tribe is finally starting to look the way I want it to, a disparate clan of mismatched little monsters, individually weak but swarming from the shadows to prey upon the unwary (as usual just click on the picture to see a bigger version).

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Needless to say this won’t be the last time we see these, I’ve still got a few more Goblin Town residents waiting for me to decide what to turn them into – and then there are a few more beasties that might well tie into this project nicely. Watch this space!