Some fairly memorable things happened in 1995.
White Zombie released 'Astro Creep: 2000', some guy stole a tank and went on a rampage through the streets of San Diego and Games Workshop brought us a game about battles in the Underhive:
Whilst I moshed away to White Zombie and watched in amusement at the yank in the tank, I foolishly failed to buy a copy of Necromunda. How engrossed in Epic 40k I must have been...
Fast forward to a few months back and I took the opportunity to
download the free rules on the GW website.
Whilst my sponge like hobby brain had remained up to speed with the releases and developments of the game throughout the years, reading through the rule book in earnest really made me realise what I had been missing out on. When my gaming buddies recently showed me their new Van Saar and Redemptionist inspired gangs, the touch paper had been lit.
Pen and paper in hand, I sat down and started drawing up my gang:
Half the fun of Necromunda is in giving your gang it's own identity - Defining it's individual's colourful and dangerous pasts and shaping it's future ambitions and bloody achievements.
Over the coming months I'll develop and share these with you further and take a look at the list itself and the tactics I have in mind. But for the moment, let's start at the beginning...
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| Not a very nice man. |
This is my Gang Leader. He's a gnarly and mean son of a sewer rat and has carved out a fearsome reputation even amongst the brutal scum and villainy of the underhive.
This tyrannical and violent persona is further re-enforced by his extensive need for replacement cybernetics. Affordable and readily available in the Underhive? Not in this tech-poor excuse for a cesspit! But rather the enforced consequence of slaying a Goliath Gang Leader in a gory and bloody close quarters fight to the death...at least that's what I plan on putting in his C.V.
Conversion wise, the cybernetic leg was sacrificed from this old Inquisitor Terminator model:
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| Sacrilege I tell ye! Sacrilege!
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The Gang Leader's chainsword fore-arm was lifted from the SM Commander sprue and pinned onto the bicep of a bare arm taken from the Catachan Jungle Fighters. To achieve the desired arm position I hollowed out the torso at the arm joint - I'll plug the remaining gap with some green stuff at a later date.
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| Cybertron! |
The plasma gun was achieved by removing the bulk of the original arm's las-gun, leaving the butt and handle elements in place so that the newly cut plasma gun casing could be slid into position (you can just make out the white joint 'seam'). A shoulder strap was added for good measure.
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| Strap on. |
Next up is one of the gang's Heavies. Unsurprisingly, he's another nasty piece of work...
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| Hard Case. |
The plasma gun on this model was a little easier to add and was a fairly straightforward job of manipulating it into position with the model's hands.
All the heads used for the Gangers are lifted from the characterful Chaos Marauder Horsemen sprue. GW should really release a range of good quality head sculpt packs shouldn't they? (thank god for the
little guy eh?). The legs are from the SM Scouts sprue - helping to give the gangers more physical presence.
And here is one of the gangers:
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| 'Look! It's only Carmen bloody Electra!' |
And finally for now, here is one of the Juves:
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| Kids with guns... |
To help distinguish the Juves from the more senior gang members, I've opted to use the standard Catachan Jungle Fighter legs and heads. (The overtly muscly arm sculpts aside) the legs and heads are less bulky in scale and help further emphasise the Juve's yet to be developed physical and metaphorical stature within the gang.
Next time we'll look at the rest of the gang and start preparing them for their first true battle within the Underhive!