Scions of Nehebkau – a Necromunda blog
Recommendations: 127
About the Project
A blog of my Delaque gang for my local club’s upcoming Necromunda campaign.
Related Game: Necromunda
Related Company: Games Workshop
Related Genre: Science Fiction
This Project is Active
More buildings
Another apartment block; like the others it’s a TTCombat kit - this time Apartment A with an additional floor and a skylight.Plotted out the interior of this Apartment block. Originally I was going to have it be a single house, but decided to have it be multiple flats to better fit the squaller of the Underhive. The top level is going to be an Arbites barracks.
More buildings
Another apartment block; like the others it’s a TTCombat kit - this time Apartment A with an additional floor and a skylight.Plotted out the interior of this Apartment block. Originally I was going to have it be a single house, but decided to have it be multiple flats to better fit the squaller of the Underhive. The top level is going to be an Arbites barracks.
Ambot update
Cephalopod Spekter
WiP robo-squid made from tacks, a paper clip and odd bits. Going to add more tentacles.
Arbites Precinct House
TT Combat Police Station that I’ll be making into an Arbites Precinct House. The gargoyles make nice snipers’ nests; just watch out for the 7.5” fall, lol. Considering having gibbets hanging from a couple of them.
First floor interior is carpeted with a wet wipe left out to dry. No idea where the statue has come from as I’ve never owned the kit it’s from. ?
Scum and villainy
Campaign map
Generating a map for Necromunda
Genetating the map is relatively easy. Select one hex and make that hex 1. Next roll a D6 and counting in a clockwise direction from the top, place hex 2 on the side you rolled. Roll another D6 and repeat for placing hex 3 next to hex 2. Keep doing this for however many territories you have. If you roll a side that already has a hex there, then place it next to that hex on its own side of that number (eg if you roll a 2 and already have a territory there, then place the new one on that teritory’s side 2).
Next randomly roll to see which hex each gang has their territory. In my case it was simply rolling a D12 for each player.
Next step is to generate remaining territories as per the campaign rules in the main rulebook.
Finally, assign each generated territory to a random hex, rerolling duplicates. In my case I again rolled a D12 for each, and rerolled if it was a hex that already had a territory assigned to it.
Optional step: To look nicer that just having numbered hexes, I drew on each hex something representative of the territory, eg each settlement is a walled town/compound, the Fighting Pit is a coliseum, the industrial territories have factories, etc.






















































