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Necromunda Lower House Rosters
General rational

In the Necromunda game all the stats for the 6 basic house gangs were identical, other than for their skill progression. There were distinct differences in fluff and in later articles (largely unofficial but published in Citadel Journal, Gang War and Necromunda Magazine then collated in Necromunda Compilation 1) different houses got access to different progression charts and some gained access to additional fighter types.

To reflect the essential similarity between the 6 houses I’ll keep the Lineman / Linewoman stat line identical for each gang as the standard human Lineman.

Distinctions will be drawn through different positionals for each team, looking to emphasise different play styles that best reflect the fluff for the house.

House Orlock

QtyPositionCostMASTAGAVSkillsNormalDouble
0-16Lineman50k6338GASP
0-4Blitzer90k7338BlockGSAP
0-2Runner70k7337Sure HandsGASP
0-2Kicker70k6337Kick, Hail Mary PassGASP

Re-rolls: 50k
Apothecary: Yes


Linemen


Blitzers


Runners


Kickers


The House of Iron, focussed on mining and industrial production. In Necromunda the gang receives access to a balanced selection of hand-to-hand and ranged weapons and a mixture of close combat and shooting skills.

In the Necromunda Compilation 1 house Orlock remain the least changed of all the houses, with only reduced costs and increased access on weapons to represent the higher industrial output of the house.

I decided that based on this fluff the Orlocks should play as the basic human team in Blood Bowl but not just be a carbon copy of the Human squad. Most human coaches focus on the running game rather than passing, neither using heavy bash nor standing off like agility teams, but a balance of both. It is this play style that I tried to emphasize in the Orlock roster.

The Blitzers and runners are the core of the roster giving the a balance of Strength and Agility access and the line speed needed for an effective running game. The addition of the Kicker positional makes the team slightly more distinct from the other Houses and provides a couple of skills that can complement the running style of the team. Deciding not to give the Kicker Passing access was deliberate, I do not want them to be a poor thrower but to develop as a specialist kicking player.

The look of this house has two distinct features - bandannas and sleeveless flack jackets.

I used thrall icons from the CRP Vampire roster for the base for these players, adding elements from the CRP human catcher and thrower icons to help distinguish the runner and kicker positionals.

House Goliath

QtyPositionCostMASTAGAVSkillsNormalDouble
0-16Lineman50k6338GASP
0-4Brute90k5429GSAP
0-2Blitzer90k6339BlockGSAP
0-1Ogryn130k5529Loner, Bone-head, Mighty Blow, Thick SkullSGAP

Re-rolls: 60k
Apothecary: Yes


Linemen


Brutes


Blitzers


Ogryn


In a few words - strong, tough, and bashy. The Necromunda gangs have access to close combat and shooting weapons but the emphasis is clearly on the big powerful weapons rather than anything with finesse, this is mirrored in the skill access which is all about bash and strength.

The Companion article allows the Goliath fighters increased focus on Strength and Toughness skill areas and allows the gang access to Ogryn fighters.

This then is an easy roster to put together, essentially and orc style, high strength low skill bash focussed team with access to a big guy (something that none of the other basic House rosters get)

Brutes and the Ogryn give this house by far the highest average strength, and Strength access on all positional will allow them to develop strongly in that direction. However, with no access to either Agility or Passing skills this team will struggle to do anything other than beat down the opposition. Finally the higher costs of the positionals will mean the Goliath teams have shorter benches which can balance out the high AV.

The look of this house is lots of muscle, metal chains, and mohican hair.

For the linemen I de-bearded some Norse icons from the CRP roster (had to wait until they passed out drunk before I dare go close with the clippers!) and gave their hair a bit of a dye job.

The Brutes are an almost direct lift of the SL Albion Fen Guard and the blitzers are taken from the CRP Pact Marauders with just a change of skin tone to match the other players. Finally the Ogryn is another direct lift being the most Goliath looking icon from the CRP Ogre roster.

House Van Saar

QtyPositionCostMASTAGAVSkillsNormalDouble
0-16Lineman50k6338GASP
0-2Thrower80k6338Pass, AccurateGPAS
0-4Catcher70k7337CatchGASP
0-2Squat Blocker80k4329Block, Tackle, Thick SkullGSASP

Re-rolls: 50k
Apothecary: Yes


Linemen


Thrower


Catchers


Squat Blockers


A comparatively high tech and wealthy house both the Necromunda gang skill access and weapons significantly emphasise shooting over close combat: they are the stand back and snipe gang. The later articles give the gangs increased access to techno skills and rare weapons and access to Squat fighters (apparently there is an affinity between this technologically competent House and the squat traders and engineers in the hive).

I decided to focus this house team on the passing play with the strongest player being the team's Thrower starting with the Accurate skill. The team still needed some muscle to hold off the opposition and make some holes for catchers to run through, but instead of another human blitzer identical to the Orlock position I decided to give the team access to some Squat (Dwarf) blockers, with their Strength skill access they should be able to bolster the Van Saar lines long enough to get a pass away.

The catchers are deliberately slower (but stronger) than the normal Blood Bowl Human position as I wanted to keep the super fast and agile catcher type for the Escher lineup. This team may seem less playable than some of the others (being an AG3 passing team) but it should be noted that they are the only one of the 6 House teams to have normal access on all skill areas which could give them and advantage in the long run.

This house has the very particular look of super high tech onesies. Fortunately the CRP Welfs have a similar fashion sense so these formed the basis for the Van Saar icons, all that was required was to clip their pointy bits and de-bejazzel the front of their leotards (which makes them look "sooo not as fabulous dahling" as one Woody victim put it) and the catchers swapped out the YMCA dance poise of their Woodie opposite numbers in favour of a more Human catching mit.

The Squats are taken from the CRP dwarf runner icon (which is the least fantasy looking), recoloured to match the human players on the team.

House Escher

QtyPositionCostMASTAGAVSkillsNormalDouble
0-16Linewoman50k6338GASP
0-4Blitzer80k7338WrestleGASP
0-2Catcher70k8237Dodge, CatchGASP
0-2Thrower70k6337Sure Hands, PassGPAS

Re-rolls: 50k
Apothecary: Yes


Linewomen


Blitzers


Catchers


Throwers


A genetic flaw in this house makes all the males weak and imbecillic and the house is run by its women, who are arrogant and look down on the more male dominated cultures of the other houses. The emphasis of the house from the Necromunda game is heavily towards agility and close combat but not heavy bashing like House Goliath.

The later rules give the Escher gangs the ability to use 'feminine wiles' to lure other men to fight for them and also gave them access to Ratling snipers (because they are small like Escher men). In this case I decided to ignore both of these when creating the roster for the following reasons - the 'feminine wiles' smacks of gamer misogyny - a female gang must equate to one that is about sex, not just strong fighters who happen to also be female and the Ratling always felt like a bolt on - the other main abhuman races are represented in Goliath and Van Saar rosters so they have to find a place for the Ratling too, also a stunty player would not be a useful addition to the team, finally the fluff for the all female amazon esk team gives enough scope to make this roster distinct without needing to find additional position types to include.

Perhaps the Ratling may make a reappearance once the star players are written.

I had to fight the urge to make this an Amazon team variant, but I had previously decided that the line(wo)men of the 6 gangs would be identical to reflect the original game having gangs with identical line ups. I gave the blitzer wrestle skill over block and Agility access rather than Strength to reflect their more finesse approach to combat. Finally I gave them the fastest player in the catcher being a clone of the Blood Bowl Human Catcher positional. The inclusion of a thrower rounds out a team that could have either a running or passing play style.

This all women house has a look that is born of their 80s inception - Big hair and crop tops.

Again I was fortunate to find several existing icons on which to base my Escher players, I drew from the CRP Witch Elves and the two SL Slaanesh teams. In each case I got rid of the bikini bottom look and gave some of them more stompy footwear, however it was the breasts I spent the most amount of time tweaking (sorry just can't avoid a good double entendre), crop-tops didn't work so they stayed with the combat bikini look just with a slight augmentation on the side views.

House Delaque

QtyPositionCostMASTAGAVSkillsNormalDouble
0-16Lineman50k6338GASP
0-2Enforcer70k6338Sneaky Git, Dirty PlayerGASP
0-4Runner90k7337Dodge, Side StepGASP
0-1Assassin80k7337Shadowing, StabGASP

Re-rolls: 60k
Apothecary: Yes


Linemen


Enforcers


Runners


Assassin


Sneaky little gits, basically bald skaven with no tails. These guys are spies, assassins and general backstabbing double dealers who can play both ends of a double cross and come out smelling of roses. The skills accessed by the gang in Necromunda emphasise stealth and shooting and their weapon load out focussed more on pistols and knives than heavy weapons. The Necromunda Compilation article gave them increased access to stealthy skills and some additional sneaky type abilities.

This roster is clearly going to have three key elements - fouling, stabbing and general agility and dodgyness.

The Delaque runners are expensive but they are also one skill away from being ST3 blodgesteppers, which seems appropriately Delaque annoying. The Assassin is based on the Dark Elf player of the same name, just made a little faster and given a chance to get caught and punished (something that would embarrass any Delaque).

EDIT: This roster has now been updated based on much appreciated feedback from the FUMBBL community!

Like all Necromunda gangs the Delaque have a distinctive look that I wanted to reflect in the icons. In this case it is bald, with shades and long trench coats.

I started by shaving the moustache from the bald CRP Vamp thrall then redressed him in Delaque style with minor variations to distinguish the positionals (I did start by giving them brown trench coats but that just made them look like janitorial staff). I also chose to avoid using the brightest shade of red or blue to further emphasis the shady looks. Of all the teams I think I am most pleased with how the icons for this House have turned out.

House Cawdor

QtyPositionCostMASTAGAVSkillsNormalDouble
0-16Lineman50k6338GASP
0-2Blitzer90k6338Block, DauntlessGSAP
0-4Blocker80k5338Tackle, Stand FirmGSAP
0-1Preacher80k6337Disturbing Presence, LeaderGASP

Re-rolls: 60k
Apothecary: Yes


Linemen


Blitzers


Blockers


Preacher


The House of Redemption, basically the place is run by the (Imperially sanctioned) Cult of Redemption, all fire and brimstone and the universe is about to be swallowed by a great warp dwelling space goat repent your sins and don't get up to any naughty funness unless its killing mutants and things with your flamethrower. The original game has the gang using ranged weapons but accessing skills that emphasis combat and general bloody minded grit and determination. The compilation gives them a chance to become Frenzied or affected by Hatred by listening to a preacher's sermon.

I wanted this team to be bashy but not high strength like House Goliath, the skill spread on the blockers is to make them more defensive roadblocks and the blitzers are fearless of strength differences. They also get access to a blood bowl playing sermon spouting lay preacher.

The skills on the Blockers and Blitzers are intended to be equalisers - the blockers gains dauntless to counter higher strength teams such as House Goliath and the Blockers gain Tackle to make problems for the Agility teams like Escher and Delaque. Overall this team seems to me to be the weakest of all six, but then so, arguably, is the Cawdor Necromunda gang. The addition of leader on the Redeemer positional does go some way to balancing this, assuring House Cawdor can have a higher number of Re-rolls than usual when starting.

EDIT: Minor change made to (the now re-named) Preacher - Frenzy is dropped in favour of Disturbing Presence. The frenzy skill is more something that will appear in the Redemptionist roster, where as Disturbing Presence fits with the negative aspect of the team's skill selection and fluff wise it must be hard focussing on ball handling with a rabid priest screaming SIIIiiiNNERrrr! REEEEeeeeePenTTTTT! at you in a shower of spittle.

This house is the least 40k looking - all the members of the house wear heavy cowles and masks that cover their faces and their clothing is medieval in look. For the base for this team I once again used the CRP Vamp Thralls, this time combined with the hood from Horkon Heartripper. Additional details were added, including the masks, to help distinguish the positionals.