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  1. In addition to a brand new scenario Defend the House, you’ll find a collection of new chems for gangs and chem alchemists alike to use with your Escher gangs from toxic ammo like Skin Fire to potent combat stimms like Predator’s Kiss. Warhammer Community article
  2. WarCom Article. Necromunda rolling out another few unique miniatures.
  3. The Carnivale, my custom Necromunda Gang is (bar varnishing) done. Making use of my extensive bits box, this proved to be a fun modelling and painting project. I usually limit my palette when doing projects, but not this time. So this was a nice departure from the norm. I hope you like them.
  4. How about a set of rules for turning Necromunda or Shadow War: Armageddon into a first person shooter style diversion? Most of us are familiar with console and computer FPS games (I played a lot of Quake II, Half-Life, and Counterstrike way back when), and some of us may be familiar with Frag from Steve Jackson Games, which is a boardgame that emulates the computer/console FPS games. About ten years ago, we had some rules for this at a B&C-run table at Games Day Los Angeles, which was quite a bit of fun. With the release of Shadow War: Armageddon and the reincarnation of Necromunda, both of which follow the pattern of Games Workshop's squad skirmish level games, players might find this a fun little diversion. I don't have anything set in stone, but here are the concepts that occurred to me: Each player controls either a single fighter (standard mode) or a team of fighters (when you can only get two or three players). Games can be every man for himself or team play; team play can be two, three, or even more teams. Fighter spawn points can be assigned (e.g., Fighter Bob always spawns on this point, or always on blue spawn points), or they can be random (some mechanism for spawning on a spawn point of the player's choosing). All fighters are Trooper options, starting with a knife and a pistol, as appropriate to the faction. Game play is ideal when everyone is using the same type of fighter (e.g., everyone has a Space Marine Scout); but provisions might be made for fighters from different factions. The board has equipment spawn points that you must run over to get the equipment. Equipment includes various types of weapons, as well as special equipment (Terminator armour, jump packs, etc.). There might even be "advance" spawn points that give stat or skill advancements. Normal turn sequence is followed (just to keep things easy), but fighter order is determined each turn (some mechanism to determine order of fighters - might be a roll of the dice or might be some other method). At the end of each game turn, all equipment spawn points regenerate. Equipment is identified by tokens of some sort (my plan is to use bits to decorate bases to show what is on the spawn point). When a fighter goes out of action, the model is removed from play. A fighter that starts the game turn down can "suicide" and be removed from play. At the start of the game turn, any fighter that has been removed from play re-spawns on its spawn point. If a fighter is removed from play before its turn, it may re-spawn when its turn comes up and may act normally. There might be some mechanism for limiting the amount of gear that a fighter can carry (e.g., you can only carry two weapons (in addition to the knife and pistol that are basic), and up to five other things such as grenades and ammunition reloads). There are lots of different play variations, from kill count (i.e., first fighter/team to reach a certain kill count wins) to capture the flag to kill the zombies to whatever. There should probably be a mechanism driving fast play, such as using a chess timer or the like to limit player turns and drive up the pressure. Anyhoo, while this isn't something completely new, the execution will be a little different from what we've done in the past. This would be a fun little diversion from normal play, and might be fun at conventions and the like. If you have ideas, I'd love to hear them.
  5. Since Games Workshop is killing Shadow War: Armageddon (boo!) and giving us a new Kill Team (tentative yay!), my Hive of the Dead – Operation: Manala is on hold. Once I get the brand spanking new Kill Team rules, I’ll convert the project over. In the meantime, I’m working on a prequel, a campaign for the new Necromunda game. Last Days: Zombie Apocalypse You can see my plug for this great game by clicking on my profile. Zombie scenarios for the Necromunda game are nothing new. In the 1st edition of the game we had the Down Amongst the Dead Men scenario, and 2nd edition gave us The Horde (misspelled “hoard” tee hee) scenario. Those were great and all, but I recently got my hands on a copy of Ash Barker’s Last Days: Zombie Apocalypse game. It is a great little skirmish wargame and I’m going to borrow some concepts from that game for this 3rd edition Necromunda campaign. Right now we’re in the concept stage, so I’m feeling out opinions. Here’s what I’m thinking right now… This will be an arbitrated campaign, in large part because I want the zombies to be a surprise. Just like the Spanish Inquisition, no one should expect the zombie apocalypse. Instead of starting as beginning level gangs, each gang would be advanced as if it had already progressed partially into a campaign: Gangs are created with 2,000 credits (vice the normal 1,500 credits) Each gang would start with it’s stronghold, 5 additional territories/turf, and 1 special territory. Each gang member would have 6 XP that may be applied when creating the gang. Each gang member makes a Toughness check. If the check is failed, roll on the Lasting Injuries table in Necromunda: Gang War, ignoring any Memorable Death results. The campaign would start off normally, with gangs facing each other. In each gang’s first battle, though, a few zombies will appear partway into the battle. On the third turn, a lone zombie will appear in the deployment area of the gang that is winning. On the fourth turn, a lone zombie will appear in the deployment area of the other gang. Post-game will be done normally, with the exception that fighters that have been bitten by zombies might turn into zombies themselves (rules for that will be presented later). In each gang’s second battle, things will get a bit more serious. Zombies may appear on the table from the 2nd turn and thereafter. Post-game will see gangs losing territories (to zombies). The third and later battles will see the full-blown zombie apocalypse taking place. Zombies will be deployed on the table at the start of the battle and will appear each turn thereafter based on the amount of noise made. Post-game will see each gang losing more and more territories (increasing each turn), and fighters may take special zombie hunting skills. This should ultimately lead to each gang eventually losing all of their territories and having to defend their stronghold from a horde of zombies (controlled by the arbitrator or one of the other players in the campaign). The “winner” will be the gang with the best reputation and performance against the zombies. Overall campaign length would have each gang take part in six or so battles. Does that sound like an interesting and do-able campaign?
  6. Hiya lovlies! As some of you may be aware I've not been posting in a long long time. I've been very sick and nearly died of pneumonia, so I hope y'all forgive me. I'm now fighting fit, and ready to start painting,gaming and posting again, yay! So without further a do, I give you Siouxsi-Cide and the Banshee's! WIP And here is the gang leader herself Siouxsi-Cide. She is very young for a leader, and not quite so over the top as older gang members (champions) Howerver her combat shotgun and power knife have already gotten her a killer rep. Expect lots of conversions, latex, leather, hair dye and big swords Hiya lovlies! As some of you may be aware I've not been posting in a long long time. I've been very sick and nearly died of pneumonia, so I hope y'all forgive me. I'm now fighting fit, and ready to start painting,gaming and posting again, yay! So without further a do, I give you Siouxsi-Cide and the Banshee's! WIP (but couldn't come empty handed) And here is the gang leader herself Siouxsi-Cide. She is very young for a leader, and not quite so over the top as older gang members (champions) Howerver her combat shotgun and power knife have already gotten her a killer rep. Expect lots of conversions, latex, leather, hair dye and big swords
  7. The Mohock Blades http://3.bp.blogspot.com/-qDPRrzo4ATI/U6vmQzzd4QI/AAAAAAAACao/ZgVvji3YIqE/s1600/Confrontation+Scan+1.jpg "Now is the time that rakes their revels keep; Kindlers of riot, enemies of sleep. His scattered pence the flying Nicker flings, And with the copper shower the casement rings. Who has not heard the Scourer's midnight fame? Who has not trembled at the Mohock's name? Was there a watchman took his hourly rounds Safe from their blows, or new-invented wounds? I pass their desperate deeds and mischiefs, done Where from Snow-hill black steepy torrents run; How matrons, hooped within the hogshead's womb, Were tumbled furious thence; the rolling tomb O'er the stones thunders, bounds from side to side: So Regulus, to save his country, died." - Fragment, pre-Unity Terra. Hi, so after a period of not really doing much with the hobby I'm making a bit of a return. I have two projects on the go; the first will be focusing on the Mohock Blades, my attempt to celebrate the return of Necromunda by modelling a gang of Bratts. I've always enjoyed the class warfare elements of the Confrontation background, and thought the Bratts were great fun; the House gangs are lovely but I still feel it was a bit of a shame that they were reimagined for Necromunda as the Spyrers, who are a great concept in themselves but nowhere near as varied and interesting. I've seen quite a few Bratt gangs using the classic confrontation models but never anything more up to date, so I figured that would be a fun challenge to set myself. So where am I coming from with this? Here's a quick "concept board" I put together with some of the imagery I wanted to consider aside from the classic artwork and sketches. Aside from the old Jes Goodwin sketches, which are wonderful, I was also heavily influenced by some of the sensibilities and costume design in Kubrick’s Clockwork Orange, which scream Brat to me (ironic when you come to think of it, as Alex was decidedly working class). Alex and his Droogs in their cricket whites are clearly the most memorable costumes in the film and I didn't seek to imitate them particularly, but some aspects were very inspiring. I decided to adopt the film's colour palette, so predominantly white, black and orange as secondary colours and then red and purple spot colours. All those puffed sleeves done in full white should hopefully be rather “Droogy”. As has been noted elsewhere, Brats share a lot of imagery with some aspects of the Eldar range, particularly Harlequins, so the challenge for me was to recall the old sketches without rescuing those design elements too obviously or clumsily, and at the same time also ensuring that the models weren't too obviously kitbashed from other sources. There's also an interesting historical element I want to draw on- London in particular has a long history of aristocratic thugs causing havoc on the streets. From the Elizabethan era right through to the Regency period different gangs caught the imagination of the popular press (not always legitmately- a lot of the moral panic wasn't dissimilar to some of the more fanciful tabloid sensationalism today). My plan was to follow the original concepts quite closely without using any of the classic models; instead I'd make use of various plastic components and greenstuff anything that wasn't immediately available. What that means in practice is a mix of Genestealer Cult, Imperial Guard, Harlequins and WHFB Empire bits, but hopefully not in a clumsy way. My emphasis was on the group as a bunch of privileged youths rather than the more hardscrabble gangers of the underhive; Bullingdon droogs in space, basically. To me this meant a lot of ostentation in costume but a fairly uniform set of weapons; while an underhive gang might grab anything to hand and improvise weaponry, I saw my Bratts as mostly making use of antique pistols and blades pilfered from their family armouries and occasionally (for the more exotic stuff) daddy’s gun closet. There will be 7 members of the Blades; a Leader, a Heavy, four Gangers and a Juve. I don't game, so I decided fairly early on that instead of putting the group on the usual slottas I'd receate a little bit of Hive Primus on a scenic base and have them posing, as if for a pict. There's obviously an element of Bullingdon in there. Because I'd like an element of interaction with the base, that's my first priority and will form the next post. So that's the plan! next up, some actual work.
  8. so i just realised if you want to put your Ad-mech onto tech bases instead of martian earth then the new necromunda bases will be just perfect for your skitarii troops to nestle on ! cheers, Mithril
  9. Welcome to the Underhive! This will be a Work in Progress Topic for any and all fraters who wish to put their workings on their gangs here to show others their accomplishments and also to perhaps inspire and encourage others in their own pursuit of gang Domination in the UnderHive. I look forwards to seeing what the Community here can produce for this awesome come back Game!. Please feel free to start posting your WiP's... Mithril
  10. Thought it might be fun taking a trip down memory lane. Le List your favorite movies that helped inspire or that were inspired by the game or anything that makes you think of it. I'll kick this off with some obvious ones. Escape from New York ( 1981 ) The Warriors ( 1979 ) https://www.youtube.com/watch?v=F9ZhrD6hMcc
  11. Well as we will soon get another edition of Necromunda I think its time I started a thread for my InquisiGorkaMundaHeim28 TM (IGMH28) warbands. Currently I have or am working on an Escher gang, a Brat gang, a Scavvy gang (Confrontation style Scavs, not the toxic looking 'Munda scavs) and a 'Wastelanders' gang (I play a lot of Fallout and Boarderlands ) I run using the 'Unknown Warriors' rules to create my own gang. Annoyingly most of the images are on my old laptop that I don't have access to at the moment, these are all I could find at the moment. Just for the record I would like to state that all of these are VERY WiP. My Escher. (L-R) Holly Kaust (Heavy) Tiny Tina (Juve) Jenny Cyde and Bittercup Chibbi (Gangers) The ladies from another angle. I think since I took these pictures Jenny has lost her hat, but I have plenty of Berets in the Scion kit so she can still have her Military look. I have also started on the Leader, but she isn't even near ready enough for a pic, but she has got a top hat! My Brats (L-R) Emilie (Juve) and Mistress Sickay0 (Leader) Sickay0 wont be keeping those legs, I just stuck them on so I don't loose the body, might change that sword as well for a Chainsword. Due to staring at these minis for a few years I can say that I have lost interest in finishing them off at the moment. Due to the hype surrounding NuMunda I want to try something new whilst I am all twitchy and excited. ''But Slave, you always complain like an old grognard about how old GW is better, I cant see you trying anything new!'' Ahh yes that is true younglings, but even though I'm doing something new Ill still be keeping it Oldschool. ''What do you mean venerable Greybeard??'' I'm glad you asked... +++ Back in my younger days when I had hair on the top of my head and is wasn't grey we had a game printed in White Dwarf over a number of issues called Confrontation, (I wont go on a nostalgic ramble as most of you know what I'm talking about, if you don't shoot me a PM and Ill eventually get round to emailing you the old articles) and they had a particularly cool looking gang called the Venators. Venators - Official Bounty Hunters, Wytchfinders and Mutant Hunters. Sound like a nice bunch of chaps don't they? So looking at the artwork available the main features that stand out to me are the Hoods, Masks, Boots and some form of padded Flak jacket. For the heads I will try tweaking the masks that come with the Fantasy Witch Elves/whatever the other unit is dual kit, hoods will be greenstuffed. Torso will most probably come from Bretonnian Men at Arms or Archers and some of the bits from the Mordheim Mercanarys/Empire Millita kit. The legs/kinky leather boots Im not too sure, I think I have some suitable legs left over from the Mordheim kit, if not the greenstuff will be coming out again. Ill have a look for suitable axes, the old Fantasy Chaos Warrior kit has some nice axes and they go quite nice on Space Wolf minis as well. The noose around the neck is easy, Empire Flagellants have plenty if I remember correctly. As for weapons the old Confrontation charts gave Venators a higher chance of starting with Needlers and Web Guns (all equipment was chosen randomly for a starting gang, I quite liked that actually). I know we don't know exactly what the new rules will bring us for weapons so I will keep the equipment generic, though I will convert up a few minis armed with the exotic weaponry so I can still use the gang in Inquisitor 28 games etc. Hopefully I will get my stuff back soon so I can crack on and get the ball rolling. The only thing I don't have in my bits box is axes so this will be a cheap project for once.
  12. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=696 File Name: Palanite Enforcer Gang List Unofficial Update File Submitter: Dosjetka File Submitted: 22 Mar 2022 File Category: Necromunda Released in July 2019, The Book of Judgement introduced a number of new additions to the Necromunda game including a new gang: the Palanite Enforcers. Since then, a number of books have been released covering and updating the main Houses and other gangs, and I feel the Palanite Enforcers could use a rules update to bring them more in-line with recent rules publications. With that in mind, I present to you the Palanite Enforcer Gang List Unofficial Update! The main adjustments: Brought the gang list layout and content up-to-date with those found in the House of books. Made Enforcer and Subjugator classes separate fighter profiles. Adjusted/boosted the stats for Leaders and Champions. Modified the skill access for Leaders and Champions. Removed the free stub gun and (layered) flak armour from each fighter profile. Adjusted/decreased points costs in line with the changes made above. I welcome any feedback that you may have after reading through this. Click here to post feedback. Click here to download this file
  13. TURF WAR Four hundred generations ago a war was waged that spanned the great skies and stars beyond them. The mightiest warriors of ancient Terra would spread out to the stars and liberate our ancestors from xeno and human tyrant alike. It was one such group of warriors, known as the Imperial Fists that would come to our world to free us and enlighten us to the ways of Him on Holy Terra. Our world was once known as Araneus, now Necromunda, a name remembered by scant few and before the time of the Imperium our people were ruled by the nobility of the time known collectively as the Araneus Continuity. Very few records of that time exist now but one incident would come to change that and shed some light on those that came before. A previously unexplored cavern of some size had been discovered by a Manufactory Commissar Squad that had been chasing cowardly workers that had failed in their duty of accepting Industrial Matyrdom for not meeting their shift quota by 0.3%. Initial surveys indicated the likelihood of Araneus Archotech being present but by the time the reports of their initial findings had been filed and processed two centuries had passed and the region had become infested with the flotsam and jetsam of the Underhive. It was the great noble House of Ulanti that would discover the records and guard them closely to prevent the other Houses finding of their new claim. Despite the immense size of Hive Primus word of an open conflict would soon spread and there would be a chance that House Ulanti might lose it's prize, the region being seeded with rare Psionic Crystals that would prove to be of great value to them in their off world dealings. Instead a scheme was hatched that would grow into a plot and lead to a great plan that would form. Ulanti would turn to the lesser Houses, the Clan gangers that toiled below, with an offer to secure the region for them by any means necessary. Of course the House would not tell them of the value of these crystals, dismissing them as simple gems that their work teams would dispose of at a later date. An offer would be made of an Edict of Absolution, an unheard of opportunity amongst the lower classes of an offer of a handful of individuals to rise up to the upper spire. This in turn would be kept secret by the gang leaders and so the subterfuge trickled down the hierarchy of the Spire. Gangs, cutthroats and Mercenaries would venture into the great cavern and by means of their support steer the fate of it's denizens to ultimately bend their knee to House Ulanti. The great Turf War of Ulanti had begun. http://i67.tinypic.com/308ft38.jpg http://i66.tinypic.com/2qlr2q1.jpg http://i66.tinypic.com/mwbqr4.jpg Turf War is designed to help encourage members of the community to create and paint their Necromunda and/or Inq28 models but take part in an actual narrative campaign using a very simple system to shape events. The premise is extremely straightforward, you paint and base a model or models and for each model completed you get one Influence point. Because the gangs are going to be slowly released over coming months and people might want to create their own gang types or characters the game has generalised four factions: http://i63.tinypic.com/qzqbtg.jpg Each of these factions represents a body of influence within the regions mentioned above. Players get one Influence point per model completed, painted and based, that they can then give to one of these factions in a specific region. So for example lets say you painted a Gang Leader, that gives you one point which you could say this is my completed model I would like to put one point for the Militia in Sump Town. One of the little boxes above will then be filled in their faction colour, as the campaign progresses the boxes will begin to fill and you will see who is the most powerful faction in each region. Like I say these are kept generalised to allow you to develop the narrative. So say for example you wanted to make a cultist gang using Escher models and rules. You might want to lend your support to the Devoted faction in the hope of your little cult gaining power amongst the denizens of the great cavern. http://i64.tinypic.com/15jaja.jpg Ok so I don't really want to make a gang... Well not to worry, you can still make single models of interest for the campaign. So say you are a fan of Inq28 and none of the gangs take your fancy or you just don't want to get into Necromunda in a big way. You may submit a single model as a Persona Dramaticus, these can be anything from a civilian to bounty hunter or lone smuggler, anything as long as it is 40k related in the theme of Necromunda that you feel fits in. So a Smuggler or Privateer, a Rogue Trader down on his luck, an alien mercenary, an Ogryn bodyguard, it's up to you but keep it sensible, infantry related and creative. You can also add a piece of terrain as long as it is sensible, such as you might want to include say a saloon or one of the GW admech terrain pieces. This can also be submitted to gain a single influence point but you want to aim for a minimum of 3x3 inches, you won't get points for submitting a single barrel or ammo crate. It needs to be a location of interest that you would like to add to your own gaming table. So to recap, you get one Influence point per gang model submitted, single Persona Dramaticus or single terrain piece. You can post wip shots here or post links to your own threads in WIP, it's entirely up to you but the finished model must be posted here with the faction you wish to give the influence point to and the region you want to place it. When you post pictures of completed models feel free to add any details or backstory to them as you wish, this could be something as simple as a name and the name of the gang. Each Saturday/Sunday, if progress has been made I will update the charts above and write a little on how this has changed things in the region. If nothing is completed (don't want people rushing and ruining their models) I'll post up some lore for the various settlements to inspire people to plot things out. So to recap:Paint and Base a model for 1 influence point. State which faction you want to give that point to. State which Region you want that point placed. ​You do not have to stick to one gang but anyone that completes a full gang within the space of the campaign will get a signature banner kindly made by WarriorFish. Any questions feel free to ask. Remember the key here is to help you get your new gang finished so try to only post new completed models and not ones that you have had finished for ages. Don't treat it overly competitively, have fun and help build the narrative of this new settlement. ​
  14. The Imperium Below – Neverwhere inspired Inquisimunda So, I’ll start with a quick plug for the book in case anyone hasn’t read it. Neil Gaiman’s Neverwhere is set in London, or more specifically in London Below, a strange fantasy landscape that exists beneath, beside, around and through the dark nooks and crannies of the city. The book is about an average bloke who gets drawn into this underworld and the odd characters he meets and the adventures they have. For me, Neverwhere shares so much with 40k in general and Necromunda/Inquisitor in particular. The sense of gothic grandeur coexisting with dank squalor, the mixture of the modern with medieval magic and superstition, the slightly random nature of space and time within the setting, not to mention all the weird, wonderful, monstrous and/or macabre characters that inhabit London Below! These people, whether lunatic or simply lost, who have ‘fallen through the cracks’ of society, compare (IMHO) really nicely with the lower levels of humanity in the Imperium’s Hives and cities. So, hopefully that might encourage people to read the book if they hadn’t already, but the long and short of it is that I read the novel* again recently and it struck me how cool it would be to adapt some of the characters into the 40k universe and build an Inq28/Inquisimunda warband around them. Anyway, that’ll do for an introduction, next post I’ll highlight some of my ideas for which characters I’m hoping to adapt. In the meantime, any ideas or C+C are very welcome, especially if you’re a fellow fan of Neverwhere! (I did try to search Neverwhere + 40k/Warhammer/Inquisition, etc, but I couldn’t find anything, but if anyone knows of someone having already done a similar thing, I’d love to see it?) *I have seen the original BBC TV series and will be using a few visual cues etc, but the book apparently just gets that bit closer to what Gaiman wanted and so I’ll be working primarily from that.
  15. A good while back a friend of mine gave me an entire goliath gang that he never got around to painting...this was my start with Necromunda. Not knowing a whole lot about the game at that time, I just painted the models how they looked on the box. Later on, I updated their bases with some micro art miniatures brick bases, and thus The Warriors were born: http://i842.photobucket.com/albums/zz345/Soulcrusher6669/Necromunda/NecGoliaths0007_zpse0eade5b.jpg While this served as a start, I knew i would need a second gang for them to battle. As it just so happened, my very first issue of White Dwarf arrived in the mail a few days after I finished painting The Warriors, and it just happened to contain rules for a pit slaves gang. I liked the look of these models, made some of my own conversions, and completed my second gang, The Death Dealers: http://i842.photobucket.com/albums/zz345/Soulcrusher6669/Necromunda/NecPitSlaves0005_zpsc4f568b9.jpg After I finally got a rulebook and started getting familiar with how things worked, I realized that my pit slaves gang were going to get the short end of the stick against my goliath gang, so I decided to start an escher gang (which i am still working on). Here's what I have for it so far: http://i842.photobucket.com/albums/zz345/Soulcrusher6669/Necromunda/2d25f2a5-12c7-406b-bae5-ff4106f0b1e7_zpsk85xo5qb.jpg http://i842.photobucket.com/albums/zz345/Soulcrusher6669/Necromunda/722f6aa1-afcd-4015-9a78-ee95b07eb400_zpscu3giq4c.jpg http://i842.photobucket.com/albums/zz345/Soulcrusher6669/Necromunda/3ad55bb3-3166-473a-a367-ff153654e22e_zps1nglca0x.jpg Here's the color scheme I have in mind: http://i842.photobucket.com/albums/zz345/Soulcrusher6669/Necromunda/bd9f49b3-2ead-488b-8ed3-fa2ae79a915e_zpsh0fw9rij.jpg I've also been working on some necromunda special characters. Here's my Mad Donna: http://i842.photobucket.com/albums/zz345/Soulcrusher6669/Necromunda/MadDonna0004_zps7b3f9ba3.jpg A ratling sniper (whom I had in mind for my pit slaves): http://i842.photobucket.com/albums/zz345/Soulcrusher6669/Necromunda/55684b1d-c2f1-40bd-995a-0b422e45b9c8_zpssoncvjai.jpg And my Bull Gorg: http://i842.photobucket.com/albums/zz345/Soulcrusher6669/Necromunda/5ed3e120-0595-44cf-8015-4143e35f178a_zps0e1jrtnh.jpg http://i842.photobucket.com/albums/zz345/Soulcrusher6669/Necromunda/0695aa8b-a54f-4b01-9e59-8d230274fe46_zpsridllb3o.jpg
  16. Version v1.1


    Released in July 2019, The Book of Judgement introduced a number of new additions to the Necromunda game including a new gang: the Palanite Enforcers. Since then, a number of books have been released covering and updating the main Houses and other gangs, and I feel the Palanite Enforcers could use a rules update to bring them more in-line with recent rules publications. With that in mind, I present to you the Palanite Enforcer Gang List Unofficial Update! The main adjustments: Brought the gang list layout and content up-to-date with those found in the House of books. Made Enforcer and Subjugator classes separate fighter profiles. Adjusted/boosted the stats for Leaders and Champions. Modified the skill access for Leaders and Champions. Removed the free stub gun and (layered) flak armour from each fighter profile. Adjusted/decreased points costs in line with the changes made above. I welcome any feedback that you may have after reading through this. http://image.bolterandchainsword.com//public/style_emoticons/default/thumbsup.gif Click here to post feedback.
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