WH40k Dark Heresy: Communion
Necromunda Houses and Factions
- House Cawdor – Not the richest of houses, Cawdor is the stronghold of the Cult of the Redemption. To many, they are known as “The House of Redemption” due to these deep ties. Their trademark appearance is the use of masks in public when around anyone outside of their House, along with rags because they can’t afford real clothing. They run most of the recycling on the Hive, scouring the waste for potential relics and holy objects. This also generated a rather interesting House Equipment in the previous version that allowed for a bit more flexibility then many of the other houses, and in the current version gives them a bunch of cobbled-together scrap weapons that shouldn’t be underestimated because of their shoddy design, such as improvised crossbows and crude imitations of Guardian Spears.
- House Delaque – House Delaque is very dark and secretive, and other houses are justifiably suspicious of them. Many of their agents look like your average diver dealer flipping fake watches on the corner. Most of this house is pale and bald-headed, which have led some people to suspect they’ve been infiltrated by a Genestealer Cult. Traditionally, they have been a very range focused faction with next to no melee support in either equipment of skills.
- House Escher – Millennia of exposure to the alchemical processes used to create their pharmaceuticals have altered this house’s Y chromosomes. Without exception, the males of House Escher are docile troglodytes, and breeding is done in a lab. This has created a strong matriarchal structure with Escher women doing virtually everything needed to keep society running, including acting as their soldiers and hired guns. Their gang lists mostly consist of agile melee fighters who compensate for sub-par strength with a plethora of poisoned weapons. Las weapons are also a house specialty and can be procured for next to nothing during the gang creation process.
- House Goliath – House Goliath values size and strength above everything else, with its members using enough gene-mods and stims to match a Space Marine in bulk. The furnace and foundry workers of Necromunda, they consider the hivers of other Houses to be weak and lazy. The other houses view them as barbaric, unsophisticated, and unpredictable. In game they have improved strength and toughness stats compared to the other houses which makes them very durable and extremely deadly in melee combat. Much of their starting equipment list is comprise of industrial tools converted to blast and bash their way through the Underhive.
- House Orlock – In control of most of the mines and refineries of the Hive, House Orlock is a hardened and fearless group since its Gangers see plenty of action defending their convoys and logistics lines. They are in constant tension with House Delaque due to acquire the Ulanti Contract, one previous held by Delaque. Despite their loose-leaf internal leadership, they are actually one of the most unified and disciplined Houses. Their equipment list is very practical, favoring ballistics weapons, and combined with their skill selections, are considered the most balanced House. They can match other houses where they are strong, and then take advantage of their opponents’ weaknesses.
- House Van Saar – Perhaps the richest of the houses, House Van Saar provides most of the other houses with their most technological items and needs thanks to the STC they found a while back, their suits keep them from dying as a byproduct of their STC’s malfunctioning, as it constantly leaks radiation that would otherwise leave them dead from radiation sickness. Trademark gang look is high-tech range weapons, with their own special brand of lasguns, energy shields, plasma weaponry, and a cannon that fires radiation!
- Genestealer Cults – The gribbly-worshippers we know and love; it doesn’t seem like they get full-fledged Genestealers this time, but that’s not much consolation for the ganger facing the hammers of a Genestealer Aberrant. They also follow different rules for gang composition and cannot benefit from Guilder Contact territories. Rules included in March 2018’s White Dwarf.
- Chaos Cults – Chaos Cults also have a slightly different ruleset for gang composition, but the important take-away is that they can bring along rogue psykers and even you-know-whats. They can also call upon the Ruinous Powers to empower a gang member, granting them bonuses based on the Chaos God that they dedicate their rituals to. Chaos is notoriously fickle, however, and a champion seeking power from his gods might end up with far more than what he bargained for. Rules included in April 2018’s White Dwarf.
- Venator Gang – A brand new faction representing the best from every gang with no negatives, a group of Bounty Hunters. A white Dwarf release with no hint of balance (they can pick any model/weapon/bit of gear from any gang or the trader lists and carry up to 5 weapons each rather than the usual 3). The closest to a disadvantage that they get is that they are a bit pricey and in a campaign they don’t hold territory so won’t get as much money unless they get lucky with capturing fallen gangers. Balance issues aside they let you take any model you like and use it, which can be a modders dream and give you a legal way to field whatever group of models take your fancy, so bar the cheese are a nice idea that could lead to some awesome modelling opportunities. Rules included in May 2018’s White Dwarf
- The Guilds – A brand new faction representing the members of the Guilds that keep up the supply of vital resources to the Hives, such as the Water Guild, the Power Guild, and the Corpse Guild. No solid information thus far, but the concept art we’ve seen shows some freakish-looking cyborgs representing members of each Guild.