Necromunda – Rules changes in the new edition

The release of Necromunda: Skirmish brings together over nine years of updates and enhancements into a cleaner and more intuitive system that smoothes out the gameplay experience while losing none of the narrative excitement and campaign content that you love. The core of the game is the same foundation that you’ll recognise from the get-go, but with a host of tweaks and quality of life improvements that make the moment-to-moment action faster and easier to play on the fly.
In short – more options for your gang, more time for your games, and less flipping through books to find that one rule you always forget.
Gang Up
Take your average ganger, for instance. Before, they lurked in the shadows of your leaders and champions – who were undoubtedly the cool guys who got all the attention – but now each one gets to choose a specialisation when added to the gang roster. Pick from one of eight different options like Gunner, Scout, or Medic to get a free starting skill so they can earn their reputation and narrow the power gap between your heroes and lackeys.
You can also pick up as many Brutes and Hangers-on as you want (as long as they don’t outnumber the non-Brutes and Hangers-on in your gang), so go wild and recruit the weird and wonderful cast of characters that make up Necromunda. Sure, they won’t pitch in to do post-cycle actions, but that’s not what you’re paying them for.
This flexibility extends to your other Fighters as well. With a few notable exceptions (like a Death Maiden’s venom claw), Leaders, Champions, Gangers and Prospects can be equipped with any weapons and equipment available to their gang or purchased from the Trading Post.




