Blood Bowl

Blood Bowl Starter Set

Add to cart€79.99
Everything you need for yourself and an opponent to play bone-crunching games of Blood Bowl:
- 12 plastic Human players: 2 Blitzers, 2 Throwers, 2 Catchers and 6 Linemen;
- 12 plastic Orc players: 2 Blitzers, 2 Throwers, 2 Black Orc Blockers and 6 Linemen;
- extra balls, team counters, and bases featuring holes to place the ball in, indicating possession;
- a double-sided foldout card pitch – one Orc side, one Human side, each divided into squares to regulate movement and combat;
- 2 card dugouts, each with a Human team’s sideline on one side and an Orc sideline on the other;
- a deck of cards detailing Special Plays and Star Players, as well as references for the included miniatures;
- 2 sets of dice, coloured blue for the Humans and green (of course!) for the Orcs – a mix of D6 Block dice, ordinary D6’s, D8’s and D16’s;
- a 56-page rulebook – this contains the basic rules of Blood Bowl, a number of optional extra rules (Fan Support, different weather, Illegal Procedures, time limits, hand-overs, block assists and more), a guide to assembling your teams and the story of Blood Bowl’s origins;
- a range ruler (used for measuring distances when throwing the ball), scatter template (used to see where the ball careens off to when dropped) and throw-in template;
- a sheet of decals containing number and team symbols, and a list of player positions that can be applied to the edge of your models’ bases.
Warhammer Underworlds: Shadespire
Warhammer Underworlds: Shadespire
Out of stock
In The Box
Everything you and a friend need to play games of Warhammer Underworlds is included in this box. Contained within:
A Stormcast Eternals warband, made up of 3 push-fit, blue plastic Liberators (Angharad Brightshield, Obryn the Bold and their leader Severin Steelheart); A Khorne Bloodbound warband, made up of 5 push-fit, red plastic Bloodreavers (Karsus the Chained, Blooded Saek, Targor, Arnulf and their leader Garrek Gorebeard.) Both of these warbands are Easy To Build, with no glue necessary and a comprehensive, easy to follow construction guide; A 32-page rulebook, including the story of Shadespire’s rise and fall, and all the rules you need to play; - A quick-start sheet, featuring a brief introduction to the game; 2 double-sided game boards, featuring hexes and objectives; 2 pre-built decks of power and objective cards, for use with the included warbands; 8 double-sided Fighter cards, providing the stats and information needed for the fighters in each warband at a glance; 5 attack dice and 3 defence dice; 9 double-sided objective tokens; 1 Katophrane Artefact token; 2 Shardfall tokens; 30 wound tokens; 46 double-sided glory point tokens; 15 double-sided move and charge tokens; 15 Guard tokens; 8 activation tokens.
Extra Rules
Warhammer Underworlds has an intense, fast and fun core ruleset, but the book contains a host of extras - new game modes, competitive and multiplayer rules:
Matched Play: designed for competitive play, this is a set of rules that level the playing field to the finest degree – perfect for fast, friendly rivalries and tournaments; Capture the Artefact: use the included Katophrane Artefact token as a discovery to battle over – glory points are awarded for holding it, but your opponent will be sure to take it by force; Multiplayer games: extra rules that allow you to combine 2 core sets of Warhammer Underworlds to create 3-or-4-player games, with clarified rules for resolving attacks and adjustments to victory conditions.

Shadespire – Ironskull’s Boyz

Add to cart€20
This box contains;
4 Easy To Build, green-coloured plastic Orruk miniatures: Basha, Hakka, Bonekutta and Gurzag Ironskull; 60 unique cards for use in games of Warhammer Underworlds: Shadespire, broken down as follows: 9 objective cards for Ironskull’s Boyz; 10 upgrade cards for Ironskull’s Boyz; 10 ploys for Ironskull’s Boyz; 11 universal objectives, for use with any Warhammer Underworlds warband; 10 universal upgrades, for use with any Warhammer Underworlds warband; 10 universal ploys, for use with any Warhammer Underworlds warband.

Shadespire – Sepulchral Guard

Out of stock
This box contains;
7 Easy To Build, bone-coloured plastic Skeleton miniatures: 3 Petitioners, The Champion, The Harvester, The Prince of Dust and The Sepulchral Warden; 60 unique cards for use in games of Warhammer Underworlds: Shadespire, broken down as follows: 9 objective cards for the Sepulchral Guard; 10 upgrade cards for the Sepulchral Guard; 10 ploys for the Sepulchral Guard; 11 universal objectives, for use with any Warhammer Underworlds warband; 10 universal upgrades, for use with any Warhammer Underworlds warband; 10 universal ploys, for use with any Warhammer Underworlds warband.
Shadespire - Spiteclaw's Swarm
Out of stock
This box contains;
5 Easy To Build, brown plastic Skaven miniatures: Skritch Spiteclaw, Krrk the Almost-Trusted, Lurking Skaven, Hungering Skaven, and Festering Skaven; 60 unique cards for use in games of Warhammer Underworlds: Shadespire, broken down as follows: 9 objective cards the Spiteclaw's Swarm; 10 upgrade cards for Spiteclaw's Swarm; 10 ploys for Spiteclaw's Swarm; 11 universal objectives, for use with any Warhammer Underworlds warband; 10 universal upgrades, for use with any Warhammer Underworlds warband; 10 universal ploys, for use with any Warhammer Underworlds warband.
Shadespire - The Chosen Axes
Out of stock
This box contains;
4 Easy To Build, orange plastic Fyreslayers miniatures: Fjul-Grimnir, Tef Flamebearer, Mad Maegrim, and Vol Orrukbane; 60 unique cards for use in games of Warhammer Underworlds: Shadespire, broken down as follows: 9 objective cards the The Chosen Axes; 10 upgrade cards for The Chosen Axes; 10 ploys for The Chosen Axes; 11 universal objectives, for use with any Warhammer Underworlds warband; 10 universal upgrades, for use with any Warhammer Underworlds warband; 10 universal ploys, for use with any Warhammer Underworlds warband.
Necromunda: Underhive
Necromunda: Underhive Core Set
Add to cart€95
Necromunda: Underhive comes with a 104-page softback book containing all the background and rules needed to immerse yourself in the bleak industrial hellscape of Necromunda. It contains an introduction to the Imperium of Man, the role of the Hive worlds within that Imperium and descriptions of a typical Hive structure, along with in-depth explanations of the history of Necromunda, its main cities and the shady characters who populate them. Detailed descriptions of the battles that occur daily in the Underhives, and the bounty that these battles are fought over, provide the inspiration for your games.
The Rules 
Also contained in the book are all the rules you need to play, from the basic mechanics of line-of-sight, movement and combat to advanced rules such as moving a group of models together as a team, interfering with close combat, injuries, tactics cards and even running away! The basic rules include their own scenario, designed to ease newcomers into the game – this uses its own special game tile, which is printed on the inside of the box.
There is a complete Underhive Armoury – this is a list of the weapons you’ll find included with the miniatures in the box, with complete rules for using each in games. Included are ranged weapons, close combat weapons, wargear and grenades. There is a guide to creating your own House Escher or House Goliath gang – this contains a full breakdown of the types of gangers available, and the weapons, wargear and armour each can use. There are even suggestions for names – the denizens of the Underhives need to be titled appropriately…
6 scenarios are included in the book, each of which shows you how to configure the game tiles, how to set up the combatants, the special rules that the scenario requires and the victory conditions.
The Cards
A major part of Necromunda: Underhive is the included tactics cards. These add a certain anarchy to your games – after all, there are few real rules in gang warfare – and represent the different schemes and tricks employed by Houses Escher and Goliath. They are separated into 3 distinct categories: Gang Tactics, which are 20 cards usable by any House; Escher Tactics, 4 cards usable only by House Escher gangs and Goliath Tactics, 4 cards usable only by House Goliath gangs.
As well as these, there are 42 Profile cards: 10 of these feature named House Escher fighters, with their statistics and capabilities listed for reference in-game, and a further 10 do the same for House Goliath. There are 22 blank Profile cards, which you can use to create your own fighters and build your very own Necromunda: Underhive gang.
The Miniatures
You get 2 complete, 10-model gangs with Necromunda: Underhive, 1 representing House Escher and 1 representing House Goliath.
House Goliath
The gangers that fight in the name of House Goliath are hulking brutes, each a pillar of muscle and pent-up violence ready to be unleashed. Far larger and stronger than an ordinary human, they flaunt their strength wherever they go and it is difficult to ignore the air of brutality which Goliaths wear like a mantle.
Assemble your Goliath gang with the following included components:
10 bodies – 2 each of 5 unique designs – each wearing furnace plate armour. These have been designed with specific weapon options in mind, though of course you are free to model them as you see fit; 20 heads – 2 each of 10 unique designs – 4 featuring respirator masks. There are 10 mohawks, which can fit onto whichever head you choose; 10 chest plates, in 5 unique designs, with shoulder pads and leg plates for each miniature; Weapons! There are quite a lot of these: 2 brute cleavers, 2 spud-jackers, 4 stub cannon, 2 combat shotguns, 2 ‘Renderizer’ serrated axes, 2 automatic grenade launchers, 2 power hammers, 2 plasma combi-stubbers, 2 ‘Krumper’ rivet cannon and 2 stub guns are included, along with additional frag and krak grenades, 2 sheathed knives and 4 sets of stim stashes.
House Escher
House Escher is unique among the great Houses of Necromunda, for its gangs are made up entirely of women. Masters of pharmaceuticals and chemical manipulation, what an Escher may lack in terms of raw physical strength, she more than makes up for in speed, skill and sheer psychotic flair.
Assemble your House Escher gang with the following included components:
10 bodies – 2 each of 5 unique designs – each wearing flak armour. These have been designed with specific weapon options in mind, though of course you are free to model them as you see fit; 18 heads 2 each of 9 unique designs – 4 featuring respirator masks. There are 14 different hairpieces 2 each of 7 different designs – which can fit onto whichever head you choose; A huge selection of weaponry: 6 lasguns, 8 laspistols, 6 stiletto blades, 2 shotguns, 4 power swords, 2 autopistols, 2 shock whips, 2 needler/bolters, 2 plasma pistols, 2 chem-throwers and 2 autoguns, along with additional frag, krak and choke gas grenades, 4 sheathed stiletto blades and 2 sets of chem-synth packs.
Included are 25 round plastic bases – 15 x 25mm and 10 x 32mm – which feature sculpted details matching the aesthetic of the game tiles.
Gaming Content 
On top of this are the components you use to build the Underhive environment for playing games and scenarios:
9 unique, double-sided tiles, which are placed together in myriad configurations to represent the dark corridors and tunnels gangs skirmish within. The detailed boards feature walls, caved-in sections, missing floors and toxic spills; A frame containing 9 barricades, 5 loot crates (which can be modelled with or without a lid, allowing you to see the prizes within), 2 frag traps, 1 melta trap, 1 gas trap, 5 free-standing command terminals, 1 free standing reliquary, 1 beast’s lair (represented as a manhole cover with a sinister mutant’s tentacle bursting forth) and 1 priority token; A frame containing 7 heavy bulkhead doors to use in games, with optional handles for 2; A set of card tokens, including 5 ducts, 3 melta traps, 2 arc of fire templates (1 for 25mm bases, 1 for 32mm bases), 24 ready/pinned tokens, 16 fire/out of ammo tokens and 16 single wound/two wound tokens.
And, finally, the dice and templates you need to play:
16 six-sided 16mm dice in yellow and black: 6 standard dice with a Necromunda icon in place of the 1; 6 injury dice; 2 scatter dice and 2 ammo dice. 2 blast templates and a flame template, in clear orange plastic; A 12 clear plastic range ruler.
House Escher
Add to cart€30
Assemble your own Escher gang – or add to the miniatures found in the Necromunda: Underhive box – with this set of 10 plastic miniatures. They’ve been designed to provide you with a huge amount of variety and options in assembly, meaning every gang will be unique. Included:
10 bodies – 2 each of 5 unique designs – each wearing flak armour. These have been designed with specific weapon options in mind, though of course you are free to model them as you see fit; 18 heads – 2 each of 9 unique designs – 4 featuring respirator masks. There are 14 different hairpieces – 2 each of 7 different designs – which can fit onto whichever head you choose; Weapons! There are quite a lot of these: 6 lasguns, 8 laspistols, 6 stiletto blades, 2 shotguns, 4 power swords, 2 autopistols, 2 shock whips, 2 needler/bolters, 2 plasma pistols, 2 chem-throwers and 2 autoguns, along with additional frag, krak and choke gas grenades, 4 sheathed stiletto blades and 2 sets of chem-synth packs.
Supplied with 10 25mm Round bases, which feature sculpted textures that match the game board’s aesthetic.
House Goliath
Out of stock
Assemble your own Goliath gang – or add to the miniatures found in the Necromunda: Underhive box – with this set of 10 plastic miniatures. They’ve been designed to provide you with a huge amount of variety and options in assembly, meaning every gang will be unique. Included:
10 bodies – 2 each of 5 unique designs – each wearing furnace plate armour. These have been designed with specific weapon options in mind, though of course you are free to model them as you see fit; 20 heads – 2 each of 10 unique designs – 4 featuring respirator masks. There are 10 mohawks, which can fit onto whichever head you choose; 10 chest plates, in 5 unique designs, with shoulder pads and leg plates for each miniature; Weapons! There are quite a lot of these: 2 brute cleavers, 2 pud-jackers, 4 stub cannon, 2 combat shotguns, 2 ‘Renderizer’ serrated axes, 2 automatic grenade launchers, 2 power hammers, 2 plasma combi-stubbers, 2 ‘Krumper’ rivet cannon and 2 stub guns are included, along with additional frag and krak grenades, 2 sheathed knives and 4 sets of stim stashes.
Supplied with 10 32mm Round bases, which feature sculpted textures that match the game board’s aesthetic.
House Orlock
Add to cart€30
Assemble an Orlock gang to use in games of Necromunda: Underhive with this set of 10 plastic miniatures. They’ve been designed to provide you with a huge amount of variety and options in assembly, meaning every gang can be unique. Included:
10 bodies – 2 each of 5 unique designs – each wearing furnace plate armour. These have been designed with specific weapon options in mind, though of course you are free to model them as you see fit; 20 heads – 2 each of 10 unique designs – featuring a variety of photo-google, chunky respirator masks and bandanas; - 10 sets of shoulder pads, in 5 unique designs; Weapons! There are quite a lot of these: 2 harpoon launchers, 6 fighting knives, 2 heavy stubbers, 6 drum fed autopistols, 6 combat shotguns, 8 stub guns, 2 sawn-off shotguns, 2 servoclaws and 4 autoguns, along with 10 additional sets of frag and krak grenades, and a set of blasting charges.
Supplied with 10 25mm Round bases, which feature sculpted textures that match the game board’s aesthetic.
Gang War Supplement Book
Add to cart€21
Contained in the 64-page softback:
Gang Wars in the Sector Mechanicus
This section is a set of advanced rules, covering the use of Citadel Sector Mechanicus scenery – or any 3-dimensional scenery pieces, with special rules for Zone Mortalis boards – in building your own bespoke battlegrounds. These rules do not cover specific terrain pieces, rather defining different types of terrain, meaning no adaptation should ever be needed. Included are new rules for line of sight, crossing obstacles, falling hazards, railings, slowed movement, climbing, overhangs, jumping downwards, traversing gaps and falling.
Campaigns
This section contains rules and guidelines for running a Necromunda campaign – a series of linked games which let players build their gang from newcomers to conquering destroyers, fending off threats from rivals and claiming territory in Turf Wars. This includes:
The basic structure of a campaign, showing you how to found a gang using the included blank roster sheet, how to accrue and use experience to add skills and abilities to your fighters, how injuries and capturing enemies work during games, and fleeing the battlefield; Pre-battle sequence: limbering up before a Turf War is incredibly important, and this section will walk you through buying advancements and hired guns for your gang, determining the scenario to be played, crew selection and deployment; Post-battle sequence: how to determine victory and wrap up your game, divvy up the income gained from your exploits, receive rewards, increase (or decrease) your gang’s Turf, gain and lose reputation, visit trading posts to sell your spoils and seek out new and rare equipment, and retrieve injured fighters from the battlefield before updating your gang’s roster; Apotheosis: this is a set of extra rules that come into play at the climax of a campaign, representing the escalating clashes across the zones; Downtime: your gangs don’t rest when you do – this is a set of rules that come into play while your campaign is on hold, allowing your fighters time to prepare, recover and gird their loins for the next Turf War; A campaign reference, featuring easy to follow tables with which to quickly enforce many campaign rules, including lists of gear that can be found at the trading posts, an Armoury and quick-reference tables for the myriad skills and abilities available; House lists for Escher and Goliath gangs, containing all the information needed to assemble a complete gang of either House. This replaces the 'Founding a Gang’ section from the Necromunda: Underhive rulebook entirely; 6 scenarios, which can be used for campaign or skirmish battles, which work with Sector Mechanicus scenery and Zone Mortalis boards.
Gang War II Supplement Book
Add to cart€21
Contained in the 48-page softback:
Gangs of House Orlock
This section contains the story of House Orlock – their industrial monopoly, the rebellion of a millennium ago and the absolute crushing that followed – along with a detailed breakdown of their place in the hierarchy of Necromunda, and the methods by which they flex their impressive power. It also contains full rules for founding a House Orlock gang – fighter characteristics, skills, an equipment list and a list of typical Orlock names to provide inspiration.
Hired Guns & Hangers-on
This section introduces new types of fighters that can be used in both campaigns and skirmish battles, broadly defined as Hired Guns – mercenaries that will help a gang out in the short-term for pay) – and Hangers-on – trusted associates of the gang who offer services other than fighting. When attached to a gang, they can make up for certain gaps and shortcomings in skills and equipment. Rules for 6 different fighters are included.
Underhive Perils
In this section you’ll find rules for the Underhive Badzone Delta-7 board tiles (sold separately). 15 different hazards are described, with rules for Zone Mortalis battles and suggestions for their use in Sector Mechanicus battles.
Dramatis Personae
Dotted about the book you’ll find background and rules for 7 infamous characters – Grendl Grendlsen, Yolanda Skorn, Eyros Slagmyst, Krotos Hark, Gor Half-horn, The Deserter and Yar Umbra – who can be allied with or recruited by your gang, whichever House you’re running.
Also included:
Underhive Armoury: this contains rules for weapons, armour and wargear available in Necromunda: Underhive and Gang War 1; Skills: contains all of the skills available to fighters, divided into skill sets for ease of reference; Reference: a summary of key tables players are most likely to need to refer to during play, along with Hired Guns profiles.
Necromunda Barricades & Objectives
Add to cart€28
Included in the set:
18 barricades; 10 crates, with separate lids; 4 frag traps; 2 melta traps; 2 gas traps; 8 free-standing command terminals; 2 free-standing reliquary; 2 beast’s lairs – sewer gratings with grasping tentacles snaking out; 2 priority tokens.
Necromunda: Bulkhead Doors
Add to cart€28
This box includes;
7 unique designs – 2 of each – and the kit includes 4 handles to be added to 4 of the doors.
Underhive Badzone Delta-7
Add to cart€30
This collection of double-sided board tiles expands and changes your games of Necromunda: Underhive by adding new, atmospheric places to fight – and new rules, which can be found in the Gang War 2 supplement (including adaptations for Sector Mechanicus battles). 9 tiles are included, exactly the same size as the tiles found in the Necromunda: Underhive boxed game, and the hazards upon them include:
Cult Ritual Chamber: a hidden shrine to the Ruinous Powers that can drive a man insane; Collapsed Sections: these feature large pitfalls, and the shifting floors are easily affected by blasts; Archaeotech Device: a functional, mysterious device from centuries ago – press the button and see what happens; Furnace Floor: this gives off such violent heat that it can affect ranged attack; Ventilation Tunnel: a huge fan whose turbulent currents can drag gangers to their doom; Malfunctioning Generatorium: abandoned electrical machinery that can deliver a devastating shock; Sludge Farm: massive vats of ‘biological run-off’ which unwary gangers can fall into; Flooded Passage: injured gangers can find it hard to keep their head above the water; Sewage Channel: a dangerously fast-flowing stream of mycoprotein; Promethium Cache: fuel spills, barrels and tanks that can be detonated by a wayward shot; Unlit Corridors: their darkness obscures gangers, making ranged attacks more difficult; Secure Vault: extremely tough and hard to get into; Fungus Sprawl: not only does this fungus provide illumination, it boasts incredibly poisonous spores; Waste Compactor: it’s possible to climb out of this compactor – assuming nobody switches it on… Xenos Nesting Chamber: filled with egg sacs that can burst open with xenos hatchlings at any time.