On the 26th June 2026 Games Workshop announced that the next major release for their gang-warfare tabletop game, Necromunda, would a complete re-launch of the title. Old rules would be thrown out, new ones would be introduced and new additions and alterations would be made to the core experience.
Within the community many fans had suspected that an updated starter set was a likely release for 2026, with the last general starter set being 2021's Hive War, and the 2024 Secundus boxed set being more of a self-contained spin-off. So most were in agreement that a fresh starter to draw in new players set was well overdue. What many were not expecting was a full system reboot. Given that all through 2025 Necromunda had seen a ream of new releases, including expanding the ranges for the Enforcer and Nomad gangs, the idea that all these new additions were to be immediately thrown out and re-written seemed somewhat inconceivable.
On top of all of this, it has to be said that for the most part, the iteration of Necromunda that was launched in 2017 still felt by the year of 2026 as somewhat unfinished. When the Ash Wastes expansion was launched in 2022, there was a general understanding that each gang was expected to eventually get models and rules for both an exclusive vehicle and mounted units. As of time of writing most gangs are missing either one or both.
Likewise, while there had been a steady release of miniatures over the years for multiple special characters, Hanger's On and "Alliance" detachments, there still remains a lack of official models for a large amount of character types described within the rules. The 2025 release for the Hangers-On boxed set seemed to suggest we'd see more of an up tick of these releases in plastic, but now that may not be the case.
All this is to say that many would agree that there was still places left for the 2017 edition of Necromunda to go, and wiping the slate clean feels surprisingly premature for an edition that has essentially been around for ten years.
Still, as any Necromunda player can tell you, we have to accept the dice as they roll. This is what Games Workshop has decided upon, and this is what we're going to get.
Reactions have been unsurprisingly negative. Other than the aforementioned fact that many players were still expecting model releases and Ash Waste expansions for their respective gangs, there is a worry based on GW's press release that the new edition will be overly simplified. Ask any Necromunda player and they'll tell you that the best part of the game is all the wacky situations you can get into with the expansive rules whacking up against each other.
This is a game for telling stories. It's a game that is tailored towards banking everything on an impossible shot, or the humble canon fodder saving the day. It's a game where using the rules to create a silly gang feels more rewarding than creating an overpowered one.
Yet, a change is coming along, and we're going to have to accept that some things we love from the game may not carry over, but I do think it is premature to start despairing right away. We know almost nothing about the new rules, and internet sleuths trying glean an idea of the changes based on the one announcement article are no closer to paying dividends.
Instead, I thought it would be worth thinking about what changes really ought to be made to Necromunda as it stands, and what alterations, eliminations and conversions the game could benefit from, both in the moment to moment experience and in terms of drawing in new players.
The way I see it, Necromunda has three broad problems:
Power Creep, Campaign Over-focus and Rulebook Bloat.
Power Creep.
When Necromunda first relaunched in 2017, the general load-out of weapons and gear afforded to gangers was fairly limited, and the special abilities of most characters all the way up to the Gang Leaders were moderately balanced. What this meant was that most games played out as a desperate battle of potshots and frantic close combat encounters. Gangers could be wiped out by a lucky hit early in the game, or cling on, struggling all the way to the end.
This all felt very in line with what the game was supposed to represent, a bunch of low-tech roughnecks struggling over meagre territory and resources. Most weapons did modest damage at around 3 - 4 Strength, while Armour Saves at 5+ or 6+ were at best a Hail Mary.
By 2026, Necromunda has become a game where players are fielding multiple instant death machines. Nearly every character is rolling out equipped with armour piercing weapons. Close combat specialists are charging into combat with 5 or more attacks. Most Champions are defended behind Armour Saves of 4+ or 3+.
When Necromunda began I would always sing its praises by claiming that the humble Lasgun is one of its most reliable weapons. By 2026 there are some gang load-outs where a Lasgun is almost incapable of doing any damage at all.
This problem is down to a variety of factors. Gangs with better than average Armour Saves started being introduced as early as the Enforcers in 2019, so the House Gangs were given access to better armour to catch up. More and more special weapon types were being introduced, so gang access to mainstays like Melta-guns and Plasma weapons became standardised. When specialist versions of gang Champions were introduced in the House books, many of these were designed as pure close combat specialists, hitting on 2+ in close combat with so many attacks that the odds were almost always in their favour.
The problem this caused is that games started to feature characters and load-outs that essentially became 'instant death' dealers the moment they got in range. For the person controlling these characters, it felt very cool and exciting, but to the player on the receiving end it was anything but, and not at all fun to be in a situation where you were losing fighters with no counter or recourse.
So, what needs to change to get things back in gear? Some stuff you just can't put back in the box. We can't un-do the special Champion characters, but maybe there are a few thing that can be tweaked to make them less overpowered.
First of all, maybe consider changing all characters with a +2 hit skill, be this Weapons Skill or Ballistic skill, to go up to 3+ instead. This is still a strong ability skill to have, especially with range modifiers, but moves them away from getting guaranteed hits nearly every time.
Likewise, there could be some re-shuffling when it comes to the way close combat works. I've seen some suggestions that a target's Reaction Attack should trigger after the attacker's first attack roll, with multiple reactions playing out concurrently if the target has an Attacks score higher than 1. This gives close combat focussed characters a better chance of survival, giving them the potential to kill their attacker before their full number of attacks can come into effect.
I've also seen suggestions that targets of close combat attacks should have some kind of 'block' mechanic, such as if the attacker has an Attack score of 3, and the defender has an Attack score of 2, then the defender should be able to sacrifice one of their reaction attacks to 'block' one attack, eventually reducing the attacker to 2 attacks.
All good ideas, but I have to say I'm not 100% sure on them. I think personally the entire game could do with a reduction in the amount of close combat attacks characters can have. Bring regular Champions down to 1 attack like a basic ganger, with only Leaders and special Champions having access to 2, and 3 attacks in rare cases for special characters and Brutes.
I think rapid fire weapons could also benefit this way, where the player can choose to fire a single shot, or on 'full auto,' with the player only getting the benefit of the Rapid Fire trait on 'full auto' but with a reduction to their hit roll. This prevents gangs like the Squats from being able to mince opposing players with just their basic weapons.
As for the rest of the power creep, I think there's some pieces of wargear, like Armoured Undersuits, that should be scrapped entirely. To me the game is much better when armour has that 'Hail Mary' factor, and the ability for players to just bump up their save by 1 for a down payment has been a contributing factor to the aforementioned power creep. On a similar note, I'd like to see the removal of Suspensors, bringing Heavy Weapons back to requiring both actions to fire, as well as the removal of scopes and other upgrades like Focussing Crystals that allow players to bump up their chance to hit.
When it comes to absurdly powerful weapons like Meltaguns, or Wargear ripe for abuse like Falsehoods, I think the game could benefit from an 'Exclusive' gear classification. Essentially this would mean that you can still purchase Meltaguns, Plasma guns, whatever, for your gang, but only one 'Exclusive' item could be purchased. So, should a player decide to give one of their Champions a Meltagun, that is their one 'Exclusive' piece of gear allocated to the gang, they cannot then purchase and equip another Weapon or Wargear in this category, so they cannot also, say, equip another ganger with a Plasma Gun, or a Falsehood. If you want one of these absurdly powerful items, you have to pick one, and only one.
I think there's a fair few pieces of gear that would suit being restricted in this category. Displacer Fields, Phase weapons, Rad weapons. I think it would get gangs back to focussing more on modest weapons like Lasguns and Shotguns, and prevent players from trying to build characters around the most broken combinations of Weapons and Wargear that they can.
On that same line of thinking, I'd like to see Tactics Cards get a bit of an overhaul, and some of the more powerful cards removed entirely. I think the more specific, low-scale cards like 'Click' and 'Last Gasp' make the game more interesting and competitive in comparison to cards that can completely turn a game around when used, like the ability to disregard an Out of Action or force an opponent into a Bottle Test.
These changes, as listed, would all be in aid of bringing back the 'tug of war' feeling to the game, over specific, powerful characters dominating the battle.
Campaign Overfocus
Necromunda was designed from the ground up with campaign play in mind. This is a good thing. The appeal of the game is putting the players into the mindset of these wacky and high-concept gangs, being able to watch them grow and evolve and delve more into a role-playing mindset. Campaign play absolutely needs to stay.
What has been a problem with the campaign focus in the past, however, is the fact that so many elements of the game have become exclusively wedded to the campaign mode, with no real ability to use these elements in a quick skirmish. While it certainly works to encourage players to want to dive into the campaign mode, it also has the unfortunate side effect of discouraging skirmish play, and by extension making the game look more off-putting to new players.
As an example, take the Secundus boxed set. This was touted as an independent starter set. It featured two gangs, Malstrain Genestealers and Van Saar Tek Hunters (with Spyres). With the exception of the self-contained scenario that was released with the box, neither of these gangs were legally playable for either standard Skirmish or Regular campaigns. If you bought the set and were completely green to Necromunda, you would still be left without a standard playable gang. The set was very much intended as a base for the Underhells game instead, with the Tek Hunters and Spyres featured as an expansion to existing gangs, and the Genestealers intended as Arbitrator controlled monsters.
As another example, 2025 saw the release of the Palantite Justicars boxed set. To a new player, one would think that this was a brand new gang that one could put together and play right out of the box. Upon further inspection however, you would discover that the Justicars are actually an "Alliance" detachment, that is intended purely to be used in campaign play. While they can be used as the base for an Outcast gang, these are not usually recommended as a starting point for new players.
The current iteration is riddled with instances like this. As it stands there are rules for Alliance gang detachments, which cover Merchant Guilds, Criminal Organisations and Noble Houses. There are rules for special characters known as House Agents, which includes the towering Ozostium Aranthus, the main villain of the recent ongoing storyline. There are multiple rules for Hangers-On, many gang exclusive, which work as permanent gang upgrades in the form of characters that 'might' show up in battle on a bad roll.
All of the above, by their standard rules, can only be used in Campaign play. There are no rules that allow these character types to be used in a skirmish outside of a gaming group's commonly agreed upon house rules.
While, again, this does encourage players to seek out and explore the campaign side of things, it can also make the game look bafflingly impenetrable to outsiders. If a new player likes the look of the Malstrain Genestealers, or the Water Guild Subnautican, or the Haera Helmawr model, they're going to be instantly deflated when told they can't just buy it off the shelf and use it in their first trial game.
On top of all of this is the fact that, in my experience, most people are playing more skirmishes than campaigns. This isn't down to the campaigns being bad, or players not wanting to do campaigns, but the vast majority of Necromunda players are adults in their 30's. Being able to get together with enough constant regularity to run a Necromunda campaign can be quite difficult and as such most of their play time will be one-off skirmishes as and when players are available. I know that speaks to my experience with the game, and I imagine it does to many others.
What I'd like to see is GW take all those rules and models that are exclusive to campaign play and adapt them to be used in skirmish. Give the Alliance detachment a numerical point count so they can be fielded along with a gang as normal, same goes for the House Agents and funky weapons buried away in the Black Market.
If players don't have the time to sink into a campaign, they should at least have the chance to use a lot of this fun stuff whenever they can find the time for it.
Rulebook Bloat.
Even from its launch in 2017 I always felt like Necromunda could be a bit cumbersome and unwieldy. I would frequently refer to Necromunda as "A game of twos," because there were multiple instances of two similar mechanics to keep track of. Ammo Checks and Ammo Rolls. Break Checks and Bottle Tests. Flesh Wounds and Wounds. Even for an experienced player, there was so much to keep track of that it was easy to forget where and when to do various rolls.
Over time, this only got worse with the inclusion of additional mechanics and traits. Gang bonuses, damage over time, extra rolls on 6s. With so much in the air, things easily slipped through the net, while the multitude of extra mechanics meant leafing through rulebooks to double-check how things worked was a common occurrence.
Over the years I've had a bad habit of forgetting to roll a Cool Check when activating a fighter after my gang has Bottled Out. Other players have frequently forgotten when their weapon was out of ammo and fired multiple shots before they remembered to reload. Character abilities have frequently been misinterpreted and incorrectly passed around by word of mouth.
Naturally, not all of these elements can be cleaned up and simplified, but I think the game really could benefit from changes that leave the players with less to keep track of and less rule book consultation.
Some suggestions? How about eliminating the Ammo Check and instead having a weapon automatically go straight out of ammo when the bullet symbol is rolled on the Ammo Dice? How about rolling your Cool Checks on every fighter for a Bottled gang at the start of the round, rather than on activation? How about resolving Blaze the same way as Broken rather than having to mess around with scatter dice?
Likewise, I think a lot of the weapon traits could easily be consolidated. Melta and Sever are basically the same thing, while trying to keep track of the difference between Power, Phase, Shock, Flash, Stun and Seismic makes things easy to mix up. I think the system could really benefit from being stripped down to a group of core, easy to remember traits instead of the dozens of permutations we have now.
On a similar note, I think the descriptions could be shortened to an easily readable statement. The description for the Power trait simply needs to be 'On hit roll, if 6, ignore armour save.' With very brief, straightforward descriptions like this, it would be much easier for the rule books to come with a 'cheat sheet' that fits all of the traits and abilities on one page.
This, I think, comes to the crux of the matter. There simply needs to be a reduction of instances that require constantly going back and checking the rulebook to see how things work. Traits, Abilities and Tactics that require multiple steps should be simplified or removed. When actions are written as, 'roll this, then check this, then roll again, then do this,' it wastes everyone's time and becomes easy to forget. Likewise, Special Abilities and weapon Traits that require rolling on a chart are such a bane on the game and stop the action every time it comes up. They need to go.
All things considered, I think I've made my argument clear. I've nothing against a plethora of traits and special rules, but they need to be easy to remember, follow a similar line of logic, and require as few steps as possible. Abilities like Dodge are great, you just need one roll of the dice on a hit. Abilities like Crushing Blow, where you have to nominate one of your attacks and that results in an extra roll, is cumbersome and easy to mix up.
Everything Else
Beyond all that there are a few more things I'd like to see alterations to, but given that we know so little of the scope of the new edition, it's going to be hard to speculate on what is sticking around and what isn't. I could go into the ways I think they could improve Chem Alchemy for House Escher, for example, but we don't know if House-exclusive mechanics like Chem Alchemy are going to remain in the game in the first place.
I could go on about how I'd like Dome Runners to be given more utility and weirder Wargear like Ratskin Maps and Mung Vases given more focus as campaign rewards. I'd like to see Bounty Hunters become more viable, with maybe the ability to hire them specifically to target troublesome members of opposing Gangs. I'd like to see the Sentries rules re-worked to be a bit more interesting to play and of course I'd like to see the Vehicle rules heavily simplified, because as-is trying to explain Ash Wastes rules to new players is a fucking nightmare.
And don't get me started on Spyrers.
In the end, I'd like Necromunda to thread the needle of streamlining the rules without losing any of its complexity and character. I'd like to see more elements folded into the Skirmish mode without Campaigns losing any of their appeal. I'd like to see the more powerful weapons scaled back without it feeling as though the gangs were being nerfed.
No easy thing, but Necromunda had had nearly a decade of revisions and alterations, so, if nothing else, I'd hope that GW has enough data and experience to make the right calls.
And if they don't, well, we have nearly ten years of content to keep us going if we don't end up liking the new edition, and that ain't bad.
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Jack Harvey 2026














