ReviewWD 424 · pp. 6–9
The boxed game is introduced through its Goliath and Escher fighters, double-sided tunnel tiles and interactive battlefield accessories. Fighter cards, unusual dice and gang tactics support individual characters, while Gang War extends the same core game onto larger scenery layouts and adds the progression, trading and injuries needed for an ongoing campaign.
NecromundaHouse Goliath
InterviewWD 424 · pp. 36–43
Andy Hoare and James Hewitt explain the return of Necromunda through scenery, alternating fighter activations and expanded gang identities. The interview traces how cards and interactive terrain help maintain a clear battlefield, why Goliath and Escher make an effective contrast, and how the tunnel game connects to campaign play on three-dimensional tables.
NecromundaHouse Goliath
InterviewWD 424 · p. 38
Dave Thomas and Mark Bedford connect the new Goliaths’ shapes to their lives in the foundries. Heavy lifting braces, protective workwear, respirators and industrial weapons turn apparently extravagant decoration into functional equipment, while integrated stimms and imposing physical proportions preserve the older gang’s blunt, threatening character.
NecromundaHouse Goliath