Gang War 2 is here folks. Come take a look at the table of contents and bounty hunters–apparently we *do* need their scum.
Gang War 2 is up for pre-order now, which means it’s time to take a look at what you’ll find inside the book.
Now, obviously the big thing in this release is House Orlock, you’ll get them right out of the gate. You can learn all about the House of Iron and how these guys control territory and a bunch of important resources, even if they look like a bunch of bikers who heard Sigh No More and it just really like, spoke to them?
But then comes the part that I’m the most excited for. Because sure, House Orlock is a whole other gang, and it’s important to finish filling out the great houses for Necromunda–but man Bounty Hunters are cool. They have been since May 1, 1980, and they got even cooler in 1996 for some reason or another. Not that I obsessively read Tales of the Bounty Hunters and can tell you about how IG-88 had temporarily taken over the Death Star right before it got blown up for the second time.
Bounty Hunters in Necromunda are radical. They are just as much the stand-outs. And GW has really capitalized on the opportunity to lean into the wider world of their lore. We get all the outcasts and misfits–whether abhumans like Gor Half-horn and Grendl Grendlsen, or people who stand out for other reasons, like the Deserter or “enhanced” bounty hunter, Eyros Slagmist.
Let’s take a look at how Bounty Hunters work in Necromunda Underhive.
As you can see, Bounty Hunters come armed for bear. With five weapons, and the stats to back them up, Bounty Hunters have a lot to offer. The biggest thing is just how customizable they are. You can get a lot of bang for your buck, doubly so if you manage to luck out on skills (randomly generating them can lead to some…interesting combos). And the ability to turn in a bounty and get extra credits out of the deal is fantastic if you’re playing in an ongoing campaign. There’s just a ton of flavor added to the game in this book.
That other section, Underhive Perils, is 10 pages long and is kind of a big deal. It encompasses a ton of new rules that will work along with the new Badzone Delta-7 Tiles. Whether new xenos threats or hazards–there’s a lot of cool stuff here.
Then of course you get a list of all the weapons of Orlock and a reference for campaign play. So if you’re looking to add depth to your struggles in the underhive, check this book out.
Note: a copy of the Necromunda: Underhive boxed game is required to use this supplement.
The rules included with the Necromunda: Underhive boxed game cover battles between Houses Escher and Goliath – these are not the only Houses vying for supremacy of the underhives. Necromunda: Gang War 2 introduces House Orlock; an industrial superpower, a clenched fist of gangers well-equipped, well-trained and unified in purpose. Along with this, the book introduces a variety of Hired Guns, and rules for the hazards found in the Badzone Delta-7 set of board tiles (sold separately).
Contained in the 48-page softback:
Gangs of House Orlock
This section contains the story of House Orlock – their industrial monopoly, the rebellion of a millennium ago and the absolute crushing that followed – along with a detailed breakdown of their place in the hierarchy of Necromunda, and the methods by which they flex their impressive power. It also contains full rules for founding a House Orlock gang – fighter characteristics, skills, an equipment list and a list of typical Orlock names to provide inspiration.
Hired Guns & Hangers-on
This section introduces new types of fighters that can be used in both campaigns and skirmish battles, broadly defined as Hired Guns – mercenaries that will help a gang out in the short-term for pay) – and Hangers-on – trusted associates of the gang who offer services other than fighting. When attached to a gang, they can make up for certain gaps and shortcomings in skills and equipment. Rules for 6 different fighters are included.
In this section you’ll find rules for the Underhive Badzone Delta-7 board tiles (sold separately). 15 different hazards are described, with rules for Zone Mortalis battles and suggestions for their use in Sector Mechanicus battles.
Dotted about the book you’ll find background and rules for 7 infamous characters – Grendl Grendlsen, Yolanda Skorn, Eyros Slagmyst, Krotos Hark, Gor Half-horn, The Deserter and Yar Umbra – who can be allied with or recruited by your gang, whichever House you’re running.
– Underhive Armoury: this contains rules for weapons, armour and wargear available in Necromunda: Underhive and Gang War 1;
– Skills: contains all of the skills available to fighters, divided into skill sets for ease of reference;
– Reference: a summary of key tables players are most likely to need to refer to during play, along with Hired Guns profiles.
See you in the Underhive.