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House of Chains (spoiler/review type thing)


Toxichobbit

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House of Chains just arrived so I thought I'd give a run through what's in it and how Necromunda is changing (for the House gangs at least). There's quite a bit more content than we've seen previewed or in model form from GW. Even if you don't have a Goliath gang, it's worth having a look through because there are some universal changes here that will apply to the other Gangs (speculation, but I'm 100% sure they'll waterfall to later House books).

 

Background

The Goliath background section is a lot more in-depth than the one in Necromunda Underhive, Gangs of the Underhive and the Rulebook. I haven't read it yet, but there's a good 35 pages of background to go through. So I'm not really going to talk about it here. I need to read it and absorb it first.

 

Naming Conventions (and the future of Juves)

Forgeborn and Stimmers are just the first things to be (re)named. The Leader is now a Forge Tyrant, Champions are Forge Bosses, Gangers are Bruisers and Juves are Bullies. There's some specific background for each one. For example, Bruisers are noted as having a short life expectancy while Bullies have an even shorter one due to being fresh from forges or slave pits and being used as literal bullet sponges.

 

It seems that Forge-Born are replacing the old Juves lore role. There's no mention that Bullies are actually younger than Bruisers, just less experienced. That could be a retcon of previous lore (it could also be something mentioned in the main lore section rather than the short paragraph in the fighter entry, which I won't know about until I read it). Forge-Born are now the up and coming youngsters who are thrown into fights with dangerous weapons as a trial by fire. The artwork for Forge-Born makes them look noticeably younger than the artwork for Bullies (who look like Gangers). Also Bullies are S4, where as Forge-Born are S3. So I really do think Forge-Born are replacing the old Juves and Juves are now becoming less experienced Gangers.

 

Special Rules

All the rules which used to apply to the different Fighter types (Group Activations, Leading By Example, Equipment Sets etc) are now Special Rules for specific Fighters. Not a huge change, but it's nice to have it all in one place instead of scattered around the Rulebook and Gangs of the Underhive. Bruisers, Specialists, Bullies (Juves) and Forge-Born (Prospects) have the Gang Fighter rule, which is the new version of the old 50% Gangers rule. Basically, 50% of your Gang must have the Gang Fighter rule, so Gangers, Juves and Prospects all count.

 

Fighter Types

Fighter types still exist, so you still have a Leader, Champions, Gangers and Juves, as well as Prospects. These seem to be purely rules terms now, basically keywords. Interestingly Forge Bosses and Stimmers are both Champions, where as Forge-Born are Prospects, not Juves. Bruisers can become Specialists if they get promoted, but they're still Gangers (so you have Bruisers and Specialists, which are both Ganger type fighters). Specialists not only get Skill Access, but also the ability to take multiple equipment sets.

 

Equipment Lists

There is no House equipment list anymore. Instead, each Fighter type (Forge Tyrant, Forge Boss, Stimmer, Bruiser, Forge-Born and Bully) have their own unique equipment list. For some Fighters this means more choices. The Forge Tyrant for example has an equipment list bigger than the previous House Equipment list. There's more options for starting with things like Master Crafted weapons and Weapon Upgrades, which perviously were only available from the Trading Post. For example, Forge Tyrants & Forge Bosses can start with Suspensors on their heavy weapons. Sumpkrocs are also part of the Equipment Lists for Forge Tyrants and both Champion types, where as previously they were Trading Post only.

 

There are a few new weapons added to the game. I suspect these might be Goliath exclusive. They are Assault Grenade Launchers (plural is intended, you get these as a pair), the "Pulverizer" Serrated Axe (the mini-"Renderizer" used by Stimmers, also available in pairs) and the Storm-Welder.

 

Trading Post/Black Market

  • Forge Tyrants and Forge Bosses can buy additional weapons and wargear from the Trading Post or Black Market. They have no weapon restrictions.
  • Stimmers can buy additional weapons and wargear from the Trading Post or Black Market. They can only be equipped with pistols, heavy weapons and close combat weapons.
  • Forge-Born can buy additional weapons and wargear from the Trading Post or Black Market. They can only be equipped with pistols and close combat weapons.
  • Bruisers and Specialists can buy additional wargear (but not weapons) from the Trading Post or Black Market. Bruisers can only take basic weapons, pistols and close combat weapons. Specialists get access to special weapons.
  • Bullies can buy additional wargear (but not weapons) from the Trading Post or Black Market. They have no weapon restrictions or 20 credit weapon limit anymore because those have been baked into their Equipment List.

I'm disappointed with the last two changes, notably that Gangers and Juves can no longer buy weapons from the Trading Post or Black Market. It's a kick in the teeth to anyone who's converted their basic guys to be more interesting than the stock options supplied by GW & FW. It also significantly cuts down on variety and imagination, though at least now that Prospects and Juves count towards the 50% Gang Fighter rule you have a bit more room for Champions.

 

Skill Access

Only Bruisers have no skill access. A new skill set has been added - Muscle.

  • Forge Tyrants (Leader) have gained Muscle as a Secondary skill set.
  • Forge Bosses (Champions) have have gained Muscle as a Secondary skill set.
  • Stimmers (Champions) have Ferocity and Muscle as Primary skill sets and Brawn and Combat as Secondary skill sets.
  • Forge-Born (Prospects) have Combat as a Primary skill set and Agility and Shooting as Secondary skill sets.
  • Specialists (Gangers) haven't changed.
  • Bullies (Juves) haven't changed.

Stats

  • Forge Tyrant (Leader), Forge Bosses (Champions), Bruisers (Gangers) and Specialists (Gangers) haven't changed. Their credit cost went down a bit..
  • Bullies (Juves) lost Movement, Initiative and Willpower as well as chunk of Cool. However, they gained Strength and Toughness, further reinforcing that they're now less experienced gangers. Their credit cost went up by a bit.
  • Stimmers (Champions) are similar to Forge Bosses, with better Weapon Skill, Attacks and Cool (some other mental stats have changed slightly but nobody cares :tongue.:). They're closer in cost to a Forge Tyrant than a Forge Boss though.
  • Forge Born are similar to Bullies, with better Movement but lower Strength. They also cost the same.

Exotic Beasts

The Sumpkroc now has full access to the skill list rather than just 3 skills. It's credit cost went up by a bit.

 

There's a new Dramatis Personae, a three headed mummy Sumpkroc called Old Three-Eyes.  It's basically a better Sumpkroc with a few skills, but it's credit cost is significantly higher than a basic Sumpkroc. Also, it might attack friendlies if she's in melee near them. However, it's netiher a Bounty Hunter, Hive Scum or Hired Gun, so it doesn't get any of their rules and seems to be a permenant gang member, rather than something you hire on a game by game basis. I have ho idea how that affects experience gain. It's also not an Outlaw - it's a respectful mutant three headed sumpkroc.

 

Hangers-On

There's 3 new Hangers-On, as well as rules for all the basic Hangers-On from Gangs of the Underhive.

  • Brute Handler. It's expensive, but half price for House Goliath. It can train Brutes between games to give them extra experience. It also gives some bonuses to a Brute in game if they're within 3" (most importantly for Goliath, Nerves of Steel). Finally, it is a full member of the crew so can be included in a Starting Crew (so you always have the option to buff your Brutes).
  • Chem Dealer. Half price for House Goliath. It makes chems Common items and lets you "loan" chems for a game, letting you get them pre-battle and pay for them post-battle.
  • Pit Trainer. Only available to Goliath. This one is also expensive. Can train fighters between games, giving them temporary skills for the next game but at a risk of suffering an injury.
  • Rogue Doc. Rules have been updated to work with the new gang rules, but essentially still does the same thing.
  • The Dome Runner, Slopper, Ammo Jack and Gang Lookout haven't changed.

Brutes

  • Goliath 'Zerker. Impetuous is now a skill (Muscle) rather than a special rule. Doesn't affect the 'Zerker but does make it available to other fighters. Gained Muscle as a Secondary skill set.
  • The Ambot and Jotunn Servitor Ogryn are in here too. I haven't checked for changes.

 

Hired Guns

Sadly, the rules for Hired Guns haven't changed, despite me never seeing anybody say anything posititve about it. The Necro team seem to stubbonly ignore the community on this one. At least in the later campaign types they're easier to include.

 

Generic Hive Scum and Bounty Hunters are both in here. There's a few notable changes. They can now be taken in Outlaw gangs (in which case they become Outlaws) - I don't think this was possible before, but there may be something in the Book of Judgement/Book of Ruin that covers it already. Outlaw Hive Scum and Bounty Hunters have limited access to the Black Market (Bounty Hunters can get Kroot Rifles for all you avian fans). Hive Scum also have a set Equipment List and Bounty Hunters can also take equipment from the Trading Post and Forge Tyrant list. I assume the generic Bounty Hunters in other books will have access to the relevant House Leader Equipment List.

 

There's new Dramatis Personae Bounty Hunters (surprising, we never see those :sleep:) that are Goliath only. Attilus the Axe, A Pit Tyrant Bounty Hunter. He's good in combat and has a chain axe for an arm. Djangar Unchained "Gunfists", a Goliath who's actually good at shooting with a pair of fancy stub cannons that he can Rapid Fire with if he stays still. Tess "Arc-Up, a Forge-Born Hive Scum who's got an storm-welder, a couple of skills and better stats. Better Initiative than Escher too.

 

There's a new type of Hired Gun called a House Agent. They have multiple profiles you can choose from, they have the special rules of Champions and they can always be part of the Starting Crew. Their hiring fee is dependent upon the gang's Reputation and you have to Petition to hire one, similar to petitioning for help from Guilds/Criminal Enterprises. The lowest cost if 40 credits if you've got really low rep and considering they have Champion stats (with some variety), 150 credits worth of free equipment, three random (or one random & one chosen) skills, these guys are really good for low rep gangs. A great equaliser, what Bounty Hunters and Hired Scum should always have been. This is Hired Guns done right IMO.The downsides of them is that if you petition for a House Agent you can't roll for a House Favour and if you petition with high Rep there's a chance you'll get nothing but a fine for being cheeky.

 

There's one Dramatis Personae House Agent. Ajex Gorgoth. He's the guy who's artwork was shown years ago (start of '18) labelled as the Goliath King. I assume that means we'll see the Escher Queen soon too. He has a different Petition table - he's always a lot more expensive, but at least you can't get fined when petitioning for him. He has the kind of stats and gear you'd expect. Slow, tough, really well armoured and hits like a train in melee with irrelevant shooting.

 

Muscle Skills

I'm not going to list them all, just the highlights. But I will say I love this skill set. It's characterful and good.

One skill lets you make a third action if you can roll equal to or under your Toughness. Over your Toughness (or a 6) and your activation ends and you're pinned. Ajex has this and he's Toughness 5.

There's a skill that lets you force any enemies in base to base with you to pass a Str test or be pushed back d3". By flexing your muscles. Goliath are so swole they can flex people off buildings.

There's a skill that gives you +2 Strength and 2 Damage when fighting unarmed in melee. Combined with tactics cards you can also give unarmed attacks Knockback and if the old cards are still legal, an additional +1 Strength and -1 AP. Not worth spending all those tactics cards on, but still pretty hillarious.

 

Alliances

In addition to previous Alliance rules, you can now have Strong Alliances with specific factions. For Goliath this is the Slave Guild, Narco Lords and House Greim. A Strong Alliance allows you to ignore the first time you have to test the alliance.

 

House Greim will ally with any Law Abiding or Outlaw gang. You get a bonus to ammo checks and a Millitary Attaché who can join your gang, but the downside is you might loose Juves to the House Greim militia and have to loose a Juve or Ganger every time you loose a game.. The Millitary Attaché is similar to the other Alliance sub-gangs and consists of two models, one of whom gives you some advantages in choosing a scenario and the Overseer skill, while the other does bodyguard stuff. Both are average fighters with decent gear.

 

Sub-Plots and House Favours

The Goliath specific ones are in this book. I've not checked if they've changed.

 

Gene-Smithing

You can now choose for your Goliath fighters to be Vatborn, Natborn or Unborn. You can only choose this when you first add the fighter to the gang. Likewise, all Gene-Smithing upgrades must be chosen when adding the fighter to the gang, not later.

 

Vatborn are the standard Goliaths and only differ if you upgrade them. The upgrades can be positive or negative and have a credit cost to match (positive increases the fighter's cost, negative reduces it).

 

Natborn have changes from the standard profile, getting some changes to mental stats. They're also masters of swole, so can choose to increase their Strength or Toughness rather than rolling for an Advancement. It costs them less XP to increase their Strength or Toughness. Like Vatborn they have their own set of positive and negative upgrades.

 

Unborn loose access to the Muscle skill set, but can choose an additional Primary skill set from the usual Goliath ones. And again, they have their own set of upgrades.

 

Gang Terrain

This is specific to a House. For Goliath you've got a couple of different gang relics, upgraded barricades, a heavy rivet cannon and some healing cannisters. You have to buy the terrain but it's usable in every battle after that. It can be deployed in your deployment zone or in some cases, no-man's land.

 

Gang Tactics

Although these are available as cards, they're also a D66 table in the back of the book, which is nice. It's just the new Goliath Tactics though, none of the ones from Underhive or the older Tactics pack. And they're still super vague about how you build a tactics deck, so the old "use every tactics card you own" still applies I guess. Which IMO is a stupid rule, but whaterver. We house rule the :censored: out of tactics cards anyway.

 

Slave Ogry Gangs

There's a lot here, so I won't go into too much detail. The rules for founding them are pretty standard, with the exception that they're always Outlaws. They range from 70 to 145 credits without any equipment, so the gang size is going to be small, but that's hardly surprising. Stat wise they're similar to the Ogryn Servitor, but with some variety for the different Fighter types.

 

You've got an Overboss (Leader), Underboss (Champion), Slave Ogryn and Lobo Slave (Gangers). Skill selection is similar to Goliath without Shooting. Equipment is almost identical for every member, basically low-tech melee weapons and augmetic (ie industrial) melee weapons. Their only ranged is grenades. Every Fighter in the gang is worth more credits if Sold to the Guilders. The Slave Ogryn are better than normal at assisting in melee but can't become Specialists. The Lobo-Slaves can't become Prone and Pinned but also can't Take Cover, become Specialists or be Group Activated. The entire gang can only buy weapons from their Equipment Lists, not the Trading Post or Black Market. Apart from that they're pretty much what you'd expect from a bunch of Ogryn, slow, tough and hard hitting in melee.Not a particularly inspired set of rules, but I'm sure some people will enjoy them.

 

One interesting thing is there is mention of other Abhumans - beastmen, mutants and ratliings - joining up with the Ogryn rebellion led by the Dramatis Personae mentioned on WHC (who's in the book). So maybe we'll see some of those in future books. It'd certainly be nice to have some more beastmen and mutants in the game.

 

The Future of Juves

Given the changes to Juves, I don't think we're ever going to see official Juve models. Prospects seem to have replaced them lore-wise, they have super limited weapon options, they lost the major stat differences between them and Gangers (higher movement and initiative, lower strength and toughness) and they're just described as less experienced Gangers. I think the intention is to just give players a cheaper but worse option than the standard Ganger (albeit with Skill access). Whether they're worth taking over a Ganger, given it's a 20 credit difference for worse BS and mental stats as well as a severly restricted weapon list, but immediate access to skills, I'm not sure.

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I must say, I’m pretty impressed with this book from my initial flick through. I’m not particularly familiar with the rules so I don’t know how good they are, and I’m sure there’s some errors in there that always manage to slip into these books, but the art, production and sheer size of this book is very impressive. House Goliath is my least favourite of the 6 Houses and I’m wanting to do a Goliath gang, so this next 18 months of Necromunda is looking pricey for me. 

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Never really gotten into the rules of Necromunda as of yet, so can't really comment on that side, but if this is the sort of thing that every gang is going to be receiving then I'm overjoyed. What I've read of the fluff so far is spectacular, showing a lot more of the civilian side of the House, when I'd feared a lot of the fluff would be "here's how they punch people, and a few stories of them punching people, and a history of people they've punched over the years".

 

I also like that they've expanded a bit more on what exactly the difference is to the Goliaths between a Juve and a Ganger, for example. Giving the gangs different stats, rather than Oldcromunda just having different skill and equipment lists went nicely towards really differentiating the gangs, but to start getting variant Champions is awesome. Sure, the Goliaths get their Stimmers because it makes sense for the gang to have "combat powerhouse" as an alternative progression to "leader-in-waiting", but what might we see for other gangs? It doesn't make too much sense to see a Delaque alt-Champion being a gun-crazy powerhouse, but maybe some sort of saboteur that's more tricksy, or a chem-specialist for Escher, stuff like that.

 

I can't wait to see what's done in the remaining books.

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Likewise, the fluff is great. It goes far more in depth to their history and culture than anything I've seen before. So far the most surprisng thing for me has been that the bulk of the Goliath's in Gothrul's Needle are actually fighting for the democracy there, rather than against. Also, we get slightly more detail on the Eye of Selene, as well as Goliath operations in the wastes.

 

I also wonder if mentions of vehicle heavy gangs, the Eye of Selene and the ash wastes are hints at what could be coming down the line.

Edited by Beren
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I'd feared a lot of the fluff would be "here's how they punch people, and a few stories of them punching people, and a history of people they've punched over the years".

That made me chuckle. :biggrin.:

 

 

I'm totally not still bitter about the fluff in the Farsight Enclaves book, that was 99% about the history of Commander Farsight, and about a paragraph all up about the Enclaves themselves outside of "and then Farsight fought on this planet, and killed heaps of Orks, then he fought on this other planet, and killed heaps of Tyranids but his science friend helped him and it was totally cool you guys!"

EDIT: How is life different in the Farsight Enclaves? Dunno, book doesn't say. Let's even go the standard GW focus and ask how their military operates differently? Dunno, book doesn't say. How have the Tau adapted to their new-found freedom from the influence of the Ethereals? Dunno, book doesn't say. How has this impacted their outlook on the galaxy? Dunno, book doesn't say. We get a sentence about each of the 4 planets in the Enclaves, every other last bit of fluff is about Farsights life, or about the super-cool adventures of Farsight and the Seven Samurai oops, sorry, The Eight. Interested in literally any other aspect of the Enclaves? Who cares, isn't Farsight just the coolest? He's a Tau Battlesuit with a sword! End edit.

 

Let's face it, GW fluff writing for sub-faction supplements has tended to just be "here's a list of some historic battles, and a story about their special character wiping out faceless mooks". The fact that we got information about the actual civilian side of the House, instead of just the ganger aspect, is amazing, and I hope we get so much more of this from here on out.

Edited by Lord_Caerolion
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I'm totally not still bitter about the fluff in the Farsight Enclaves book, that was 99% about the history of Commander Farsight ... How is life different in the Farsight Enclaves? Dunno, book doesn't say. Let's even go the standard GW focus and ask how their military operates differently? Dunno, book doesn't say. How have the Tau adapted to their new-found freedom from the influence of the Ethereals? Dunno, book doesn't say. How has this impacted their outlook on the galaxy? Dunno, book doesn't say. 

I haven't read any of the 8th Edition codexes (I don't play 40K any more), but that's disappointing :(

 

My main source of mirth at your comment was that my mind's eye could see a Goliath having a "Big Book of Things I've Punched", somewhat like a dwarf's Book of Grudges (but with fewer words and more pictures :P). :lol:

 

 

The fact that we got information about the actual civilian side of the House, instead of just the ganger aspect, is amazing, and I hope we get so much more of this from here on out.

I haven't had a chance to skim through the book, but that does sound encouraging! :)

 

 

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  • 2 weeks later...

 

 

 

 

 

(but with fewer words and more pictures :tongue.:). :laugh.:

 

In crayon.

They're gangers, not US Marines.
Now now, let's not exaggerate.

If they were Marines they'd be eating the crayons.

Anywho, if I'm reading this correctly tyl, this replaces Gamgs of the Underhive for a player that only wants Goliath correct?

Edited by Cryptix
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By and large, yes. I'd definitely recommend it to anyone who wants to play Goliaths, or even just likes their background. There's a small bit of stuff for non-Goliaths (a few Hired Guns, the House Greim alliance, and the Slave Ogryn gangs).

I suppose the best way of putting it is the Gangs of the Underhive book was the "Index Necromunda", and these "House of" books are "Codex Goliath", etc. The Index got us to a workable state, the Codex is where the fun really starts.

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  • 2 weeks later...

Some of the best WH40k background lore I've read, right up there with the Dark Heresy RPG books & its spinoffs. A balanced and interesting view in Goliath society. It does not dilute the importance of physical strength in House Goliath, but shows there is much more to them than just that. I particularly found interesting the irony that Goliaths are basically freed slaves that are heavily involved in slavery.

 

There are some tiny details (both lorewise and rulewise) that did bother me a little bit: For example, it is mentioned the Guid of Coin trades raw materials from House Orlock to Goliath for use in the forges, while the Book of Peril clearly states this is the purview of the Guild of Iron. Nor does it specifically state that entries in this book supersede the same ones found in other books, potentially allowing both to exist simultaneously.

 

Still, a great piece of work. Can't wait to see the House Of Artifice book for Van Saar.

Edited by Quantum
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Some of the best WH40k background lore I've read, right up there with the Dark Heresy RPG books & its spinoffs. A balanced and interesting view in Goliath society. It does not dilute the importance of physical strength in House Goliath, but shows there is much more to them than just that. I particularly found interesting the irony that Goliaths are basically freed slaves that are heavily involved in slavery.

 

There are some tiny details (both lorewise and rulewise) that did bother me a little bit: For example, it is mentioned the Guid of Coin trades raw materials from House Orlock to Goliath for use in the forges, while the Book of Peril clearly states this is the purview of the Guild of Iron. Nor does it specifically state that entries in this book supersede the same ones found in other books, potentially allowing both to exist simultaneously.

 

Still, a great piece of work. Can't wait to see the House Of Artifice book for Van Saar.

 

With the fact that they're showing with the Escher previews that the "new Champions" are going to be radically different for each gang, I'm really looking forward to every new book. 

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There are some tiny details (both lorewise and rulewise) that did bother me a little bit: For example, it is mentioned the Guid of Coin trades raw materials from House Orlock to Goliath for use in the forges, while the Book of Peril clearly states this is the purview of the Guild of Iron. Nor does it specifically state that entries in this book supersede the same ones found in other books, potentially allowing both to exist simultaneously.

 

Still, a great piece of work. Can't wait to see the House Of Artifice book for Van Saar.

I caught that as well, and was a little confused but I had honestly forgotten the Guild of Iron even existed.  Even still, it was awesome to read through, and practically every paragraph had me going, "Ooh!  That would make a great campaign conflict!"

 

It also had me laughing out loud at this timeline entry:

"After centuries of mishaps and abominations, including the "thing" that ate Hive Cinus and the birth of the Grey Ooze of Bighole and the subsequent demise of the Edge Lord of Bighole, Van Saar Bio-archeteks and Escher Chem-matrons combine their skills to embark upon the creation of Alberoth's uberworker."

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  • 5 months later...

Those ogryns better take nerves of steel or will spend the game crawling all over the floor

Man, the same thing worries me about the Zerker. I really want to make him work, but I cannot find a way. Sure, it has access to Muscle as primary, but NAAARGH doesn't help him with the ever vital charge after being pinned.

 

Since brutes cannot take Frenzon, your options to get "nerves of steel" are limited to Bigby Crumb's soup and the Brute Handler, both of whom take an extra Hanger-On slot and add +50 pts to the already significant point sink that is the Zerker.

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