New Edition ✦ Rules Changes

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Necromunda Necromunda Gangs Terrain GW Pre-Orders
The new edition of Necromunda — cleaner rules, same brutal Underhive.
The new edition of Necromunda isn't just fresh miniatures—it's a ground-up tidy-up of the rules. Games Workshop has consolidated nine years of updates into what they're calling a cleaner, more intuitive system: faster games, fewer trips to the rulebook, and more room for narrative campaigns. Here's a plain-English rundown of what's changing.
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Getting into the new edition? Join the list, and we'll email you the moment the new Necromunda opens for pre-order at Saga, plus we're always happy to teach the new rules in-store.
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Building Your Gang Specialists, Recruits & Loadouts |
Ganger specialisations. Regular gangers now pick one of eight specializations—Gunner, Scout, Medic, and more—when they join the roster, each granting a free starting skill. The goal: close the power gap between your leaders and your rank-and-file so everyone pulls their weight.
Flexible recruitment. You can now recruit unlimited Brutes and hangers-on, as long as they don't outnumber your regular fighters. The catch: those units won't pitch in on post-cycle actions.
Open loadouts. Leaders, Champions, Gangers, and Prospects can equip any weapons and equipment available to their gang or bought from the Trading Post (with a few thematic exceptions, like Death Maiden venom claws).
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In the Fight Faster, Cleaner Combat |
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Close combat by initiative. Melee now resolves in initiative order, and fighters make only one attack if it isn't their activation—so weight of numbers can finally bring down a powerful brute. Fewer Firepower rolls. Only weapons that fire a ton of rounds or are prone to malfunction still need firepower dice—everything else speeds up. Streamlined bottle checks. Nerve tests now reference the highest leadership on the field instead of individual cool checks for every fighter. A standard Save. Every fighter now has a Save value right on their profile, modified by cover and gear—replacing the old per-fighter armour notation. |
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Between Battles Campaigns & Territory |
After-action sequences. New end-of-cycle mechanics let your whole gang take recovery, territory work, or experience training between games—cutting down on campaign bookkeeping.
Dynamic scenarios. Missions generate from a card deck or rulebook tables, so you get quick, varied objectives without hunting through a book.
Territory effects. The turf you control now applies lasting battlefield effects—for example, a toxic vat bumps up Toxin AP by 1. Holding the right territory actually changes how you fight.
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The bottom line Nine years of rules folded into one tighter, tabletop-first system: quicker games, fewer rulebook checks, and deeper campaign play. Veterans get a cleaner ruleset; newcomers get a far easier way in. |
We'll have the new Necromunda in for release—join the list, and we'll flag you the moment it's up for pre-order. Curious how the new rules play? Come down to the shop and we'll walk you through a game. See you in the Underhive.
