The House of Iron supplement is all about House Orlock. And with new minis, new rules, and new weapons, it’s really like House Morelock.
The upcoming House of Iron Supplement is a cavalcade of goodies to reinforce and upgrade House Orlock’s interest in Necromunda. In the fight for dominance in the Underhive, the Gangs of Orlock are about to get a whole lot tougher. Let’s take a look at the latest preview:
The blue-collar members of House Orlock have been hard at work as their gangs seek to claim their own corners of the underhive. Now, with the release of the House of Iron book, they’ll have new rules, new fighters and new tactics with which to ensure their dominance.
We start with a couple of new fighters, the Arms Masters and the Wreckers. Arms Masters are all about inspiring the rest of your gang. They have the Rule of Iron to grant your fighters Nerves of Steel when they’re activated to keep everyone on the battlefield. And some of them wield deadly Arc hammers:
Wreckers, on the other hands, are all new daredevil fighters who live by the philosophy that life is cheap, so you may as well ride around on a jetpack while you can. They weigh in at 55 credits, so they’re not the most elite fighters–but with their jump booster and decent ballistic skill, if they live long enough, you can upgrade them into quite a threat indeed.
The Jump Booster, naturally, can be used safely for chumps. But for the true connoisseur, you can overcharge it to give yourself d3+3 extra inches of movement at the risk of becoming prone and pinned. So you don’t even blow up if you roll a natural 1 on how far you move.
Jump Boosters are also excellent on the charge. So again, you can get in and win, but make sure your foe is softened up before you do that.
And all that’s just scratching the surface of what’s up in House of Iron. So Stay tuned for a closer look!
After your game, you can order from the International House of Iron and get all you can eat slamcakes.