Necromunda Ash Wastes

Ash Wastes
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Necromunda takes the gangs out of the hive and puts them against each other in the Ash Wastes but which gang will rule the wasteland?

When first playing Necromunda in the late 90’s I had heard of the Ash Wastes in the lore but the battles were kept to the Hive itself. Most of this region was more rumor than anything else. I’ve been told (but not proven) that issues of White Dwarf around this time included rules for this area and was one of the only ways to play there until now. The hives of Necromunda have stripped the world or resources and leaving the planet desolate and this region became known as the Ash Wastes. Storms of sand and ash regularly ravage or change the landscape and no area truly stays the same.

Out of the box you get a new gang- the Ash Wastes Nomads and a classic gang of Orlocks that come ready to fight in the Wastes. The base rulebook includes rules for the Orlocks and Nomands to use “vehicles” and mentions other gangs being able to use their own in the wastes but lacks the rules to do so. That’s where the Book of The Outlands comes in. It specifically has rules for creating customer vehicles for any gang. Terrain this time around is a bit different. We usually have tons of walls and industrial style pieces for the underhive but out in the wastes it is mostly rocks, sand and ash. Out of the box though it includes some Hab modules designed to help people survive in wastes and make for the perfect visual for playing these games. With the addition of the region and vehicles we now have rules for running people down by your vehicle or mount, adding to the realism. This happens from time to time in some of the battle reports I’ve seen and I know I won’t hesitate to put this to use. I can’t wait to see what else Necromunda has in store for us as we continue to expand.

A New Gang Enters the Underhive- the Outcasts Gang

Outcasts Gang

The Outcasts Gang joins the denizens of the Underhive with their own house book and a new terrain feature!

There are displaced residents all throughout the Underhive of Necromunda and now gangs of these Outcasts have started banding together, even worse they are taking their fighting to some of the Underhive Markets! These gangs are comprised of either those removed from the traditional gang houses or those that are less desirable. Many of these dregs of society are looking for a way of living outside the social hierarchy of the planet and doing so will usually leave them with shorter lifespans, but so does simply living on Necromunda. Check out our thoughts on the latest releases:

Underhive Outcasts Gang

What makes this team stand out is the randomness of their uniforms and that there is no unifying theme. Weapons, armor and clothes have SOME similarities but are more of a hodgepodge of all things that are found in the Underhive. I love how the heads have a lot of unique properties compared to the other gangs that look so similar to each other. One guy even has a faux-hawk!

The Book of the Outcast

This book contains the rules needed to run the new Outcasts Gang along with all their support options, weapons and gear available and even the hired guns they can, well hire. Everything you need to take them on to the table is contained here. All that’s left is finding an opponent and a table.

Zone Mortalis Underhive Market

Speaking of finding a table, the Underhive Market is here to help with that. Necromunda, when at it’s best, gives players a many tiered table to play against each other on. The more levels, passages, buildings, archeotech or just plain rubble on your table then the more on brand your game will be. This set changes that way of thinking, forcing players to have fights that are mostly in the open and for added personality you could add Sloppers to try and sell food to the gangs while they fight among the stalls. There will still be plenty of cover but no where near enough for most players. Combining all of the different Zone Mortalis, or at least the ones that are available, should make for quite the interesting board and this addition adds some very different flavor to the table.

The Market is by far the item that has me most excited, and leaves me hopeful we will see some vastly different terrain options in the future. Same goes for the gang itself, perhaps this is the precursor to us getting a Scavvies, Ratskin or Wastelands themed gang in the future.

Necromunda Hive War: a new starter featuring House Delaque


Necromunda has been one of those games that will always hold a special place in my heart. Thanks to Games Workshop we have the opportunity to dive back into the underhive.

This is not the first time we’ve delved into the world of Necromunda, nor the first time we’ve received review materials from Games Workshop. As with any other item we’ve received the shared opinions are not influenced by the source. This isn’t the only Necromunda item we received either- we were sent a copy of the House of Blades and the Mercator Nautica Syphoning Delegation from Forge World and we will be discussing them each!

Hive War

Hive war includes two full gangs (House Escher and House Delaque), a full set of objective tokens and additional Zone Mortalis terrain. For both gangs these are the same as can be found in the normal gang boxes. Objective tokens are the same as the original Second Edition boxset as is the Zone Mortalis terrain. Each of the items in this box can be ordered separately but you are getting them at a discount getting them boxed together. The only difference in this box is that the rulebook is updated to include all FAQ changes prior to the book’s printing!

Set in the Warhammer 40k universe, Necromunda is a hive planet that produces munitions for the Astra Militarum. The planet is covered in massive hive cities but below these are the homes and territories of numerous gangs, most of which have aligned themselves to one of the major house- Escher, Delaque, Goliath, Orlock, Cawdor and Van Saar. Each house operates under strict morals and rules that members must abide by.

Gameplay is as solid as before- when you played with the FAQ rules previously there is no transition to the new rulebook. This is not a new edition, just an updated printing. Any chance at more terrain, models I don’t have, more objectives and additional models for your favorite faction is a win for sure and for me this box has that in spades. Escher have always been my favorite House to play so additional models are great as that will allow me to try some new load outs that will also appease the WYSIWYG crowd as these will already have the weapons.

House of Blades

In addition to containing the most up to date lore on House Escher, House of Blades features rules for the main fighter types- Queens, Matriarchs, Death-Maidens, Wyld Runners, Sisters, and Little Sisters. Additionally you will find rules for the various abilities or weapons used by this House and even how to hire the various brutes and thugs. This includes how to hire the Syphoning Delegation as well! This book is a must for fans of House Escher or any other House that wants to know more about their enemies.

Mercator Nautica Syphoning Delegation

The Delegation has some special ties to House Escher but can work with any law abiding gang. With this trio I love the concept draining the water from my enemies to then sell to others for a profit. Aesthetically they look like they might belong with a Tau army in 40k but really feel like a call out to days of first edition when we had elite members from high up in the Spyre coming down to eradicate some of the gangs. The chosen paint scheme GW used I feel is too bright so I will be doing something a bit darker but am looking forward to the task as well as fielding them with my Eschers.