One of the aspects I enjoy about Necromunda is the modelling challenges it presents.
Since the addition of the Book of Peril, you can ally with Guilds and criminal organisations to unlock unique boons and deploy small squads (called entourages) alongside your current gang.
These entourages usually consist of a leader, a champion, and 1-3 pleb-level fighters. They’ll usually be equipped with a very particular set of skills and equipment, meaning there are no real out-of-the-box options (yet!) available for them. I’d love to see some plastic kits, especially for the Bioshock-esque Water Siphoning Guild, but I can’t imagine those kinds of kits are high on GW’s agenda.
One of the alliances available is the Slave Guild, replete with Slaver Entourage. They provide some interesting bonuses to gangs they are allied with, but I was mostly interested in seeing if I could kitbash four drugged-up chain glaive-wielding goons from whatever I could find in my bits box. Game on!
Last time we were mid-warp on our voyage to the unknown – the Void Sea. This had a small stop-off at Gallionic, an “entry point” to the Skylar’s Lie domain, catalogued as such due to its proximity to other systems and relatively calm warp currents.
Many Domains in the Nomad Stars have these entry points, and navigating across the sector is quicker (and usually safer) to hop from entry point to entry point. However…
The Beast House project is practically finished and I have enough minis to represent all manner of slavers and keepers to harass our Dark Heresy group. Previously I showed off the leadership of the Beast House, Jackal Mask, and all that’s left was to paint up a few of the ‘supporting roles’ of the campaign.
The plot called for witches – rogue psykers incarcerated in hellish iron-maiden-type devices for the purpose of tracking and interrogation. What would happen if one of those witches escaped? We’d need some minis, just in case…