The GW Autumn preview is delivering some genuinely unexpected hobby news.
Blood Bowl gets a wonderfully chaotic Night Goblin team. Meanwhile, Necromunda is expanding into a full miniatures-driven roleplaying game. Together, both reveals push familiar settings in fresh directions.
Night Goblins Bring Squigs, Stunty Chaos, and New Positionals

Night Goblins are finally hitting the Blood Bowl pitch, and they are bringing plenty of Squigs with them. The plastic team contains six Night Goblin Linemen plus two each of four new positionals: Cave Squigs, Squig Wranglers, Squig Hoppers, and Squig Herders. However, this is not just a reskinned Goblin roster. Linemen combine Dodge and Stunty with Taunt and Shadowing, making them irritating both to catch and escape.

Meanwhile, Cave Squigs and Squig Hoppers use Pogo for extra mobility. Squig Herders become important because nearby Squigs can otherwise suffer from the ominous Squig Rage rule. Better yet, Squig Wranglers arrive as Strength 7 Ball & Chain players, which sounds wonderfully irresponsible.

Rules appear in Spike! Journal 23, alongside team lore, coaching advice, special Squig balls, and regular columns. Overall, this looks like a high-chaos Stunty team demanding both clever coaching and decent luck. For more details, read the original Warhammer Community Night Goblins article.
Necromunda Becomes a Full Miniatures-Driven RPG

Necromunda Roleplay turns the underhive into a full RPG rather than another skirmish format. Players control bounty-hunting Venators, while an Arbitrator runs adventures and adjudicates the story. The Core Set includes 18 new plastic miniatures, including four Iconic Characters, five Adversaries, and eight Hive Scum.

Meanwhile, the 224-page rulebook covers character creation, advancement, lore, and two complete adventures. Combat remains recognizably Necromunda, using actions, hit rolls, and injury mechanics. However, D10 and D100 tests expand the system into skills such as intimidation, stealth, and investigation.


Players can also create Venators from six Clan Houses, Underhivers, or Squats. Finally, Journal Apocrypha: Denizens of the Hive adds 51 extra adversaries and allies. \

Summary and Final Thoughts
Overall, the GW Autumn preview is doing more than showing new kits. Blood Bowl gets unpredictable Squig-fueled nonsense, while Necromunda opens an entirely new way to explore the setting.

