Thursday, 24 September 2026

Necromunda RPG? Thoughts and Feelings...

I like Necromunda. I first played it when it was originally released in the 90s, stopped when I moved away from minis games generally, and came back to it a few years ago. 

I have always thought that Necromunda was probably the best of the Games Workshop games to turn into a role playing game (well, that and Mordheim). And lo and behold, it has been revealed in the Big Autumn Preview from Games Workshop, that they are releasing a Necromunda role playing game. As a fan of role playing games, and as a fan of Necromunda, I should be excited, but instead I have mixed feelings, like I've ordered something new off the menu at a favourite restaurant. I'm keen to learn more, but reservedly keen. This isn't what I'd normally order, feels a little outside their wheelhouse, and I'm not 100% confident in the chef's ability to carry through, but I have to admit, I'm curious...

From the Warhammer Community Announcement

The 40K universe has been the reliable heart of Games Workshop since it's conception. But 40K as a role playing game is less interesting, to me in any case. The setting of the 40K universe, from the 40K lens, is militaristic and soaked in themes that started out as parodies of issues in the real world, like facism, but which I feel translate less well into a narrative game where one's avatar in the game participates in the narrative machinery that was originally written to mock those issues. Maybe I am not giving that lens on the setting due consideration, maybe I am overthinking it, or maybe I don't understand it well enough. But I don't feel that the heavier and more satirical aspects of the setting translate well into a role playing game, and that you can often end up like that classic Mitchell and Webb skit, asking: "Are we the baddies?" Maybe that's the point, but it doesn't feel like it's sustainable.


I do feel that from an RPG perspective, Necromunda is a better lens on the 40K setting, funnily enough, than 40K. Necromunda is connected to the military-industrial complex of the universe, but it is also separated from it. It feels like a setting where more is possible, particularly from the point of view of having characters change social position, question and act upon their own evolving morality, be elevated by their successes, and so on. This allows it more room, in my mind at least, for the characters to have the freedom to act, grow, explore, and step outside the boundaries to observe the system from without. It feels, in short, like a setting where a greater variety of stories is sustainable.

Games Workshop have mentioned a little about the system. It'll feature a D100 roll under system, characters will have skills, talents, and aptitudes. It looks like skills are standard RPG skills, Talents are special abilities, and Aptitudes look like they are divided between skill categories and stats, and if I was to guess I'd say they are probably linked to character development. It looks like the system will have some level of transfer from the minis game to the RPG, and perhaps back the other way. Combat will use a board, and miniatures, and perhaps some level of transfer with the Zone Mortalis rules will come into play here.

Content shot from the Games Workshop preview article.

So why the hesitation? I like Necromunda, I like the setting, I like role playing games, so what's the issue?

The first issue is that Games Workshop have positioned this game (so far) as a game master representing an Arbitrator, and the player characters representing bounty hunting Venators. I wrote a lot for the Infinity RPG, published by Modiphius, which elected to place the characters into the role of O-12 Bureau Noir agents, and that, I feel, was an unnecessary limitation. Similarly the decision to position the game as one where the characters are bounty hunting Venators seems to cut off some of the flexibility in the setting that I feel it has over other brands in the same universe. But... this may just be the window dressing for the starter adventures, I hope so.

I suppose for me the biggest issue rests on the reliance on miniatures. When I play RPGs I don't tend to use boards and figures, and when maps are required it tends to be illustrative. I prefer games that are theatre of the mind. I don't like tactical combat in my RPGs, that is why I play games like Necromunda, Mordheim. 

I'll be keen to see if there are rules or suggestions for playing the RPG without maps, but I can also understand Games Workshop's design goals here: they manufacture miniatures. It makes sense to create a game system that is going to ask players to buy more stuff, and the more stuff that Games Workshop already create and are good at creating is miniatures.

I tend to play most of my RPG games with friends online. I like getting together face-to-face, but it's so much easier to coordinate our schedules when we can simply jump on the computer, as opposed to physically meeting somewhere, especially when we all have families and children.

How well will the Necromunda RPG translate to theatre of mind? Hopefully Games Workshop will explore this more when it comes to the next update, which they suggested would be soon. Until then I am guessing: probably not that well. I imagine that a good number of the Talents in the game will draw directly from the Skills that gang members in the Skimish version of Necromunda can gain, as seems to be supported by the character sheet image they used in the preview. These 'Skills/Talents' are built for a skirmish game, and while they have no doubt been reimagined for the RPG, the question remains, how much of the skirmish game was altered to be RPG like, or how much of the RPG was designed to be skirmish like. From what we have seen so far, the answer seems to lean toward the latter.

A mock-up of the cover for Necromunda 'Roleplay', from the Preview article.

Games Workshop get a lot of stick for their pricing, and often rightfully so. But one thing I think they tend to do well, and despite the high cost (believe me, as an Australian, it is a high cost), is put value for money into their boxed sets. We don't know what Necromunda the RPG will retail for, but for a box containing a hard cover rules book, dice of many kinds, two battle mats, 11 player hand outs (which feels like too many), a pad of character sheets, a GM Screen, and 18 miniatures (which look amazing I might add) feels like pretty reasonable value if they keep it to a similar price as say the Blood Bowl or Necromunda boxed sets (which is what I imagine it will be, if not a little cheaper).

Time will tell on all of these things are issues I guess. All said and done, I have long felt that the messy and conflicted world of the Underhive would make the perfect setting for an RPG, how will this one fare? We shall see.



Thursday, 17 September 2026

Arise the Tomb Kings...

 My Tomb King Blood Bowl team is painted and done! 


Phew. 


It took me longer than I had hoped, and boy was I sick of painting gold by the end, but they are done and I am thrilled!


Without further ado, here they are:



Tomb Guardians.


Blitzers and Throwers.


Skeleton Linemen.


Tokens and special balls.


The models were undercoated with Army Painter 'Skeleton Bone' spray undercoat. It was meant to reduce painting time; while I was painting these models it really didn't feel like it had saved any time, but in reality it probably saved me quite a lot.

My favourite discovery in painting these was Army Painter 'Night Sky', which is a lovely paint that I think makes for a nice base for a black (it can be shaded darker, and highlighted lighter), and just feels like it has a bit more depth and richness than a straight black. I used it on the jackal heads for the canopic jars and for the shorts of all the models. Similarly, Army Painter 'Brainmatter Beige' is a lovely starting point for white, which I used on the Tomb Guardian bandages.

I also really liked the rich thickness of the new Army Painter 'Greedy Gold', with 'Bright Gold' making for a solid highlight (it felt like there was an eternity of this).

In the end I went with simple bases - PVA and sand (the classic mix), painted with Army Painter 'Desert Yellow', washed, and dry brushed with successively lighter tones. A few Highland Tufts thrown on for good measure and a bit of variation, and lastly, the traditional Blood Bowl white lines.

I thought these were lovely models to paint, with a solid amount of detail and a good sense of dynamism in their poses.

I am very happy with how they came out!


Tuesday, 9 June 2026

Leaving the path...

I've been running a weekly role playing campaign using the Fantasy Flight Star Wars rules: Edge of the Empire. When it started I wasn't much up for planning and running a whole campaign, so I got hold of one of the FFG campaign books, Mask of the Pirate Queen.


This could have been a review of Mask of the Pirate Queen, which is the campaign I had fully intended on running, but we left the path pretty quickly, and to be honest, we never looked back.

This is no criticism of the campaign itself, I'm sure it's well written and well plotted, but is a by-product of my mind-set when coming to run it. In short my mind-set was that the campaign setting at the start of the campaign was exactly as is laid out in the book: the characters accepted a job to pursue the mysterious pirate queen, at the beginning of the book seemingly in hiding on the planet of Saleucami. But that the characters actions, choices, and behaviour would change what followed, and the various players, powers, organisations, and people around them would react in ways that suited their own interests.

The characters followed the first few breadcrumbs pretty much as laid out in the book, but things took an unexpected turn when they decided to infiltrate the organisation (the Veiled Sorority in the campaign) by working for them (this option was not in the book). Now, Edge of the Empire has an Obligation system that the GM rolls every session to see if any of the characters might have something pop up as a result of a choice they made in the past. This is a system I have a love/hate relationship with, but is meant to reflect things like Han Solo being chased by random bounty hunters at various points over unpaid debts, and so on. For the first 5-6 sessions every single time we rolled Obligation something related to the Empire came up. Every single time. I started with just flavouring: that the Imperial presence here has stepped up patrols of the space port. But as the players kept rolling the same result again and again, I decided to escalate.

As the characters worked through a few sessions infiltrating a criminal group connected to the Veiled Sorority, the Imperial focus tightened, what started as background details (patrols are increasing) became more and more focused on the areas the characters were interacting with, and the characters themselves. At this point in the campaign I was wondering how I might massage things more in line with the campaign as written, but in the end I decided to abandon the path altogether. A decision, I might add, that was strongly influenced by me rewatching Andor, and watching what was/is taking place in the US, which seems to be mirroring the same playbook: how to do a fascism.

I came back to my original mind-set: what is it these groups are doing, what are their goals? For the Veiled Sorority and the people who had hired the characters I already had a good idea, but I hadn't really considered the growing Imperial presence. All of this came to head when the party was split, the Imperials had locked down the spaceport, and half the group outside the spaceport used a mix of stealth and violence to reunite the group. This was exactly what the Imperials had been after, I decided. Much like Andor's depiction of the Ghorman Plaza, the goal of the ISB here, tightening restrictions around the space port, was to push for a confrontation they could use as an excuse to assert a more dominant role in the planet's politics. Allowing them to strengthen their military presence, and exploit the local industry (which I decided, based on some research, was pharmaceuticals they needed to support the ongoing war effort against the Rebel Alliance). 

The characters escaped the spaceport, and used the contacts they had made infiltrating the Veiled Sorority to meet up with the shadowy pirate queen. But by this stage they were in the news, they were on the holoscreens: they had been declared terrorists who had attempted to stage a violent attack on the busy spaceport, only to be foiled by the valiant efforts of some doughty Imperial troopers.

The Empire's goals here became clear: they would hunt the characters, sure, but a majority of their focus would be on the exploitation of the pharmaceutical industry on Saleucami, and sweeping away any political resistance. The stage was set for the characters too: stay on Saleucami understanding that the oppression they were watching unfold would get worse, or flee. They elected to stay, and a nascent rebellion was born. 

We played this campaign for about a year and a half, with the characters going into hiding, finding a place to lay low, connecting with sympathisers, dealing with gunrunners and gangs, seeing the propaganda machine of the Empire smear their names and deeds. In that time they built an off-the-grid  comms network, made contacts and friends, built up an armoury to equip them, and work out what the Imperials really wanted with the planet. There was a major battle when their safe-place, a small farming community that had sheltered them, came under attack. It was an attack that resulted in the deaths of many of their closest friends and allies, but it also showed the rest of the planet what the true face of the Imperial presence on Saleucami looked like. After this they went into hiding again, dissent grew in the population, and they connected with a group of real Rebels. The campaign culminated in an instrumental attack that helped destroy the orbiting fleet, and end any tangible presence of the Empire on Saleucami, which (in the game world), is now in territory held by the Rebel Alliance.

It was a hell of a campaign. It was exciting, emotional, explosive, and a whole lot of fun. The characters got the chance to see their names dragged through the mud, and the chance to shine as heroes. I think it really felt like Star Wars, and has probably been some of the best GMing I've done. All of it, really, down to staying true to the idea that the NPCs and powers of the world around the characters all want different things, and that their actions and choices are generally in pursuit of those things. Oh, and Andor, Andor especially, for showing that side of setting: what fascism looks like in action. That, and the accompanying hope that it can be defeated.

Leaving the path led to a longer journey than expected, but the trip was more varied, unexpected, exciting, and memorable as a result...

Friday, 24 April 2026

Here come the Bretonnians!

 I have finished my Bretonnian Blood Bowl team!


I am sure there are many minis painters out there for whom this is not so big an achievement, but for me, and the pace at which I knock over the miniatures in my 'to paint' line (which could be described as glacial at best), this is a day for party poppers. I'm thrilled to have them done, and am very pleased with how they've come out.

In a previous post I put up photos of the first six miniatures. Without further ado, here are the final six, alongside a full team shot! (as per usual, my photography skills and set-up and well below par, but it is what it is).





Knight Catcher



Squire Lineman



Squire Lineman



Squire Line(wo)man


Squire Lineman


Grail Knight Blitzer



The full team, all painted up.


I've also sorted out my storage solution for the Bretonnians and the Tomb Kings, which is my go-to for small mini-count games: a plano storage box and some metal inserts so I can magnetise the bases.



Tuesday, 31 March 2026

Mouse Guarding

Mouse Guard is, unsurprisingly, set in the world of David Petersen's delightful Mouse Guard comic book series. What follows is, at best, something of an early review, or at least, some random thoughts.


Let's start with a gripe, because while there is one, it should be said that I am enjoying this game and looking forward to learning it more. I want to finish on a positive note, so let's get this out there now.

My gripe with Mouse Guard is how the rules are presented. At times I felt like I was trying to piece the rules together like a puzzle: You think you are reading the rules for how skill tests work, but wait a hundred pages and there's another layer or three, and actually the rules for how this leads to advancement are to be found in another elsewhere, don't ask me to be specific about where... Yes, this is where we define the thing, but the rules about the thing are in a different chapter, or maybe you've read them already, or have you (mysterious wink)? 

The index is not entirely useful in dealing with this issue, mostly because the rules are spread out like seasoning on a hot chip from the middle of the bag. Trying to find something specific feels like trying to single out the squeak of a mouse in the midst of an enthusiastic orchestra.

All that said, the rules are interesting, and I think once we have a better grasp of how everything stitches together, it will run smoothly. The core of the game system asks the players to roll a number of D6, counting successes to meet or beat either a difficulty level, or an opposing roll. From this stand point the system is relatively simple and easy to implement. Combat (or other forms of confrontation) is particularly interesting, with participating players rolling for their collective 'health', choosing an approach they want to take (attack, defend, feint, maneuver), and then trying to wear down the opposition before they themselves are worn down. We haven't played enough to give a fair analysis, but I like it, and I want to keep playing to learn how the semi-rock-paper-scissors choice to approaches can be leveraged by clever play.

The element I am most keen to come to grips with is the way in which the game tries to mechanise a lot of narrative elements. Mouse Guard asks the players to lean into doing things like using their traits against themselves, pitting their goals against their beliefs and so on. It feels like there are multiple levers here a player can manipulate to gain benefits and develop their characters, at the same time as creating a layered story. I really like how these narrative elements are sewn into the fabric of the rules, and setting comes through strongly in how goals, beliefs, instincts, and traits can be used and set against each other or the actions of the character. They can be a great benefit, but they can hinder the character, and when that happens growth occurs. 

I enjoy narrative style games, and this game, like the more recently published Blades in the Dark, seeks to bring this to the fore by creating a scaffold of rules and sub-systems that enable and encourage the story of the characters' internal struggles, victories, and growth. I really do enjoy reading and playing systems where the designers have been deliberate and purposeful in the mechanisms they create to help engender a style of play or reflect a setting or theme through their game. In many RPGs narrative elements, tropes, or themes rise as a sort of emergent property of the play group; an expected natural consequence of the setting or genre. In Mouse Guard these elements are there for the players to lean into mechanically, and can be of great benefit, or if set against the character's intentions, can lead to growth. I like that.

Lastly, and by no means less significantly, is the setting. David Petersen's Mouse Guard is a stunningly illustrated comic book series. Loyalty, duty, honour, betrayal, and sacrifice are all strong themes in the comics, and are lifted into the Mouse Guard role playing game by the clever implementation of the Burning Wheel system. Small heroes struggling in a world where danger is bigger than they are, is one of the things I love about anthropomorphic stories like Mouse Guard, and the comic books capture this well. 

Did I mention the art is amazing, and beautiful, and amazing, I think I did, but it deserves to be said again!





Sunday, 8 March 2026

Half Way to Bretonnia...

I'm half way through painting my Bretonnian Blood Bowl team, and while that's not a huge landmark by the standards of many painters, given the slow progress I've been making it feels like one to me.


So here's a post to celebrate! Behold, (half) my Bretonnian team! *Apologies for the quality of the photos, I'm not very good at taking these yet...



Knight Thrower


Squire Line(wo)man



Grail Knight Blitzer



Squire Lineman



Knight Catcher




Knight Thrower


All (half) of the team so far...

Various gubbins...


Well, that's the team so far. I'm pretty happy with how they are coming together. After much heartache over the colour scheme, I'm pleased with the choice I made. Half down, and half to go... At my current pace the next update featuring the full roster is likely to drop in another two months.