Sláine: Fomorian Sea Devils...
An ages-old enemy of the Earth Tribes inhabiting Tir Nan Og, the Fomorians were a race of sea demons from the icy waters of Lochlann to the north led by ferocious warriors such as Balor of the Evil Eye and Moloch.
An ages-old enemy of the Earth Tribes inhabiting Tir Nan Og, the Fomorians were a race of sea demons from the icy waters of Lochlann to the north led by ferocious warriors such as Balor of the Evil Eye and Moloch.
Cutters are fast, agile jetbikes, reflecting House Escher's preference for deadly speed over brutish durability. Borne across the skies of the ash wastes by a staggeringly powerful engine, Cutters are seldom the stablest or safest of rides – but leave any rivals choking on clouds of dust and trails of corrosive chem-exhaust. Soaring over obstacles and barricades, a descending Cutter can slice through the enemies of the House of Blades with a hail of gunfire, then jink away before the foe can respond.
The Rotmire Creed are artisans of virology, relentless in their pursuit of the perfect plague. A swamp-dwelling cult that worships Nurgle in his aspect as Lord Leech, their blowpipe darts and cruel barbs are daubed with deadly alchemical contagions. Once unleashed, these diseases spread quickly through the ranks of their enemies – a testament to their infectious craft.
The Horns of Hashut are heralds of ruin and desolation, relentless destroyers sent forth by the Father of Darkness. Each region they conquer is pulverised, stripped, and rendered barren for the industrial tyranny of their daemonic god. The Horns of Hashut wage war like a raging taurus, stampeding over their foe to crush them entirely, swinging heavy weapons while unleashing cruel devices of duardin design – choking ash bombs and infernal flamehurlers.
The Guild of Coin rules the roads of Necromunda. They transport material between hives and, for a hefty price, they'll even smuggle weapons and people. Crossing the arid, violent, and irradiated ash wastes is a risky business, so the guild employs convoys of Cargo-8 Ridgehaulers. These hulking vehicles can cart huge volumes of resources through the most dangerous outlands – such as tanks of promethium, the highly volatile and equally valuable fuel employed throughout the Imperium. A secure fuel supply is the lifeblood of the wastes, and the payoff for a successful delivery is well worth the risks of perching atop a tanker of explosive gas during a roadside firefight.
In the ash wastes of Necromunda, fuel is as vital as water. Becoming stranded in the weather-blasted expanses leaves a vehicle exposed to the elements and the attention of roaming gangs. Those with access to a supply of promethium are rich in credits, ammo, and the ability to freely traverse the ash wastes. As a result, fights around refuelling stations are commonplace, with many gangers having met their end at the hands of rivals desperate for promethium, or blown to pieces when a stray shot pierced a tank of the volatile fuel.
This book is an essential companion for anyone setting out to explore the Gnarlwood – whether you're an experienced player or founding your first warband.
Maulers are bulky, heavily armoured vehicles, perfectly suited to the gang members of House Goliath. Their hydraulic drive combines tracks and wheels to keep moving regardless of the terrain, while a front-mounted power ram inflicts horrendous damage on anything foolish enough to stand in its path. Brutal, loud, and almost impossible to stop, an oncoming Mauler is a terrifying sight to behold – the very spirit of the House of Chains, made manifest in steel and fumes.
With the opening of the Great Rift, the planet of Necromunda is plunged into lawless darkness. As factions vie for control, an assassination brings House Helmawr to its knees – opening a power vacuum that may doom the whole planet. Choose your side in the Succession campaign, and fight for the right to rule.
Warcry: Compendium is your ultimate guide to assembling a Warcry warband to enter the depths of the Gnarlwood, accompanied by a powerful following of thralls, monsters, and allies. Within you will find a comprehensive list of rules for the second edition of Warcry, allowing you to command warriors from each of the Grand Alliances that dominate the Mortal Realms.
Chaos Legionnaires are elite, well-armed, and highly disciplined – yet though they march alongside the armies of the Dark Gods, these warbands have a shadowy agenda of their own. Sworn to the First Prince, the Legionnaires uphold a secret religion known as the Dark Creed, and strive with each victory to sow confusion, reap dissent, and bring their Dark Master closer to his insidious ascension.
Centaurions are terrifying creatures, their strength and skills honed in the Varanspire's warpits. Charging headlong into the fray on iron-hard hooves, Centaurions wreak havoc with each of the deadly weapons gripped in their four arms – ensnaring, skewering, bludgeoning, and trampling any who stand before them. The Marshals are the strongest amongst their kind, risen from the arena into the ranks of powerful warbands and legions – yet despite their bestial ferocity, these are also creatures of great cunning and subtlety, sworn to gather warbands in shadowy service to their Dark Master.