Today’s Pre Orders – Van Saar, Necromunda Gang War 3, Blood Bowl Doom Lords and Deepkin Characters!
Games Workshop have an exciting collection of pre orders going up today!
House Van Saar
House Van Saar is the technological powerhouse of Necromunda, its artisans and armourers creating the finest weapons and wargear of all the clans. Their staggering power, however, is built around a dark secret – flaws in their understanding of technology that bathe them in radiation and slowly kill them from within.
Gang War 3
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 3 introduces House Van Saar; the technological powerhouse of Necromunda, creators of the finest weapons and armour of all Houses, whose power is built around a dark secret. Along with this, the book introduces Brutes – a new type of hanger-on – and rules for expanding the role of the Arbitrator in your games of Turf War.
Contained in the 90-page softback:
– Gangs of House Van Saar: This section contains the story of House Van Saar – their love of all things technological, their incredible artisanal skill and the secret which is rapidly killing them from within – along with a detailed breakdown of their place in the hierarchy of Necromunda, and the methods by which they exact violence upon their rivals. It also contains full rules for founding a House Van Saar gang, with gang composition and an exhaustive equipment list;
– Expanded House equipment lists, including a wide range of equipment available to Houses Orlock, Escher and Goliath;
– Brutes: add extra muscle to your gang with this new type of hanger-on, including profiles and rules for the following characters: Luther Pattern Excavation Automata and ‘Kratos’’ H-Grade Servitor Ogryn;
– The Trading Post: post-battle, gang leaders come here to barter and trade for weapons and equipment from a wide array of traders and caravans – this is a huge list of wargear, weapons, armour and status items, each with listed prices and rarity;
– Status Items: 3 new types of wargear available to the leadership of any gang, purchasable as normal from the Trading Post;
– Arbitrated Campaigns: building upon the rules presented in Gang War 1, this section expands the role of the Arbitrator, presents different kinds of campaign and introduces a host of new events and scenarios. This section includes guidance on the role of an Arbitrator, along with a collection of campaign ideas which alter the guidelines set out in the Turf War campaign system.;
– Rules for multiplayer games, with 2 specific scenarios;
– Rules and background for the following Hired Guns: Grub Targeson (AKA Grumpy Knox), Mad Dog Mono – Hive Scum, Belladonna – Noble Bounty Huntress;
– Scenery of the Underhive: a showcase of a specially built diorama that provides a glimpse into the rusting depths of a Necromundan Hive, using Citadel scenery kits to create a vast vertical environment brimming with dark shadows, sinister machines and potential flashpoints.
Van Saar Dice
Designed to match the Van Saar Gang from Necromunda: Underhive, this set of 8 16mm dice are coloured in a clear green/blue, with bronze numbers and icons. The set includes all the dice you need to play Necromunda:
Van Saar Gang Cards
Necromunda: Underhive contains a number of Tactics cards, which can be used to represent the myriad tricks and schemes employed by the gangs. Expand your games of Necromunda: Underhive – whichever gang you play – with this set of 26 extra cards. Included:
– 12 Van Saar Tactics cards, which are for the exclusive use of the Van Saar gang;
– 8 Gang Tactics cards, which can be used by any gang in Necromunda: Underhive;
– 6 blank Fighter cards – perfect for the Champions and Leaders in your gang deck, these have been stamped with the House Van Saar crest.
The Doom Lords
The exact identity of the owner of the Doom Lords is unknown – he is referred to commonly as ‘The Overfiend’. When establishing his team, the Overfiend cut no corners. He hired the best coach money could buy and equipped him with the best assistants, entered into numerous dark pacts with various daemonic entities and searched long and hard for the best players who could be coerced into joining him. Those who refused soon learned that the Overfiend has a very literal interpretation of the term ‘headhunting’…
Spike Issue 1
Guest edited by the Head Coach of the Nordland Raiders, Johan T. Mad, this is the very first issue of Spike! Journal. Covering the Chaos Chosen, with a veritable host of brand-new content for Blood Bowl, this is sure to be a must-have for every player – not just Chaos. Contained in the 36-page magazine:
– The Chosen of Chaos!: detail and background on one of the most violent and entertaining teams to ever grace the pitch – the Chaos Chosen. Includes descriptions of their player roles, some of the most notorious teams, a team roster and 10 (count ‘em!) Star Players;
– Magical Moments – rules for adding wizards to any Blood Bowl team, includes using wizards as inducements, available for purchase during the pre-game sequence of league play and Exhibition Matches, along with costs and abilities for Chaos Sorcerers and Hireling Sports-Wizards. Also included are rules for frogs – wizards are more than capable of turning your players into one…;
– An in-depth profile of Lord Borak the Despoiler, considered the greatest player to ever take to the pitch in the service of the Dark Gods – including his in-game cost, stats and skills, should you be brave enough to retain his services;
– Star Player Spotlight: Gobbler Grimlich – a profile of this mutant toad who can play for Chaos Chosen, Chaos Renegades, and Underworld Denizens teams, including his in-game cost, stats and skills;
– Star Player Spotlight: Scylla Anfingrimm, Champion of Khorne – a profile of the favoured of Khorne who can play for Chaos Chosen and Norse teams, including his in-game cost, stats and skills;
– Star Player Spotlight: Grashnak Blackhoof – a profile of the great black bull who can play for Chaos, Chaos Dwarf and Nurgle teams, including his in-game cost, stats and skills;
– An introduction to coaching Chaos Chosen, penned by infamous Sports Mortician Paulus von Geggster – providing vital hints and tips to set you on the road to glory, this walks you through tactics and setups, with advice on advancing your team as you progress through the leagues;
– Ace Skaven reporter Hackspit Quillchewer chats with famed sports arcanist Rudy Chitterlings about the strained relationship between the Chaos gods and blessed Nuffle;
– Mighty Blow!: Tales of sporting glory from the career of all-time star player Bob Bifford, presented as an all-new comic strip drawn by the legendary Blood Bowl illustrator Pete Knifton, and written by official Spike! Journal sports-scribe Nick Kyme.
Blood Bowl Dice…
The Soulrenders are unusual amongst the Isharann, for they are trained alongside the Akhelians, and are well accustomed to acting at the forefront of battle. Upon each Soulrender’s helm dangles a lurelight, its strange glow attracting and absorbing souls. Armed with a hooked polearm known as a talúnhook, Soulrenders fight alongside the Namarti, replenishing their subordinates’ ranks even as they reap spirit-stuff. A rope-catch attached to the talúnhook is ideal for snaring foes that attempt to flee, and each Soulrender employs a Rakerdart, a bond-beast that glides at its master’s feet, ready to stab prey with its sharp bill to ensure none can escape.
With their cyfar compasses and dowserchimes, the Soulscryers can map the dark corners of a being’s soul as well as those of the mortal realms, marking them out as navigators and priests among the Idoneth. Whether their quest leads towards spirit-plunder or along new paths of the whirlways, the Soulscryers divine the way. In addition, the Soulscryers can single out a battlefield’s richest quarry, illuminating them as a prime target. In combat, they arm themselves with finger-claws made from razor-sharp Allopex teeth. They are also accompanied by Scryfish shoals, etherfish that help point the way and vigorously attack foes with the spikes jutting from their jaws.
It is the Tidecasters who conjure the phantasmal sea that allows aelf and aquatic beast to move and breathe as if they were in their own natural environment. They are able to conjure spells from the repressed anguish of the Idoneth, the curse that echoes still from their ancestors’ torture within Slaanesh. Such magics take the form of crushing waves of despair, black pits of hopelessness or raging maelstroms of horror that shatter the minds of the foe, leaving them open to attacks from the Namarti and Akhelians. So potent are these enchantments that some victims believe themselves to be trapped underwater, causing them to drown in their own fear and sorrow.
All this is up for pre order at 10am local time over on Games Workshop
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