Gang War adds a lot to Necromunda. Even if some of it is in a future supplement.
Let’s talk about the Gang War supplement for Necromunda. And I spell it out thusly because it feels weird to say, “hey gang, let’s just talk about the 5 reasons you need Gang War in your life.” Right? So with that out of the way, let’s talk about what Gang War adds to Necromunda, and what you’ll get out of this nascent game.
First off: Gang War has the campaign rules in it. I’ve been assured multiple times that this is the way the game was meant to be played. Sure, you can just play the game out of the box, but that’s just basically a skirmish using some finicky 40K-derived ruleset. If you want the real dyed in the wool Necromunda experience you want to be able to add upgrades to your Gangers, to take a bunch of juves and see them earn their keep. To wince as you lose some of your best fighters for a mission because
you were careless with the position of your fighter your opponent cheated, but you’re determined to win anyway. Necromunda is a cycle of turf wars with players building up towards an apotheosis–which is a showdown between the top dogs of the gangs. And this is where you get the rules for that.
It’s also where you get the rules for using actual 3d terrain. Necromunda works with a board just fine, those zone mortalis tiles are pretty cool–but if you’ve got Sector Mechanicus terrain, or if you’ve just got some stuff you’ve been playing 40K on, and now you’re thinking, yeah I could have a fight on that–Gang War spells out the rules for terrain in the game. Mostly it’s the same, but there are a few key differences. Like you’re only able to hop up levels of a certain height, or you have to make use of ladders or overhangs.
They get super granular with how difficult terrain works, with how movement is affected by climbing, and when a model is in partial cover vs. full cover. It adds a lot of depth to the game, and gives you a little more stuff to consider when playing it–but it’s more things to take advantage of in a fight.
Custom Gang Rules
Plus there’s the customize your own gang list. Obviously you can already build a list of gangers that you can equip with weapons in the normal game. But Gang War adds skills, personalized equipment and statlines, it adds a sense of growth to your gang. It also adds the rules for juves, who learn fast, but start off weaker than most.
Want a list of skills for each of your gangers to potentially grab? Gang War’s got you covered. Build a silent close combat killer who specializes in backstabs and sprinting. Or a burly brawler whose iron jaw and ability to throw an opponent makes them a nightmare in a fight. Also seriously, the whole book may be worth it alone for the Hurl rules.
As I’m writing these you might see that each of these entries is very rules-oriented. Well that’s what Gang War is–a book of rules that adds more depth to the game. It takes the tools of the boxed set game and rounds them out, makes them feel complete. Honestly I don’t know why you can’t find one book that has them both included–I suppose they really want to push the boxed set, but these books feel like they’re meant to be together.
Doubly so considering how Gang War mentions rules that will be covered in a future supplement. I’m imagining it’s hinting at the future Outlander supplement, or maybe some kind of mercenaries/hired guns book. But, in the meantime, if you want to take your showdown between Escher and Goliath to the next level, you’ll need Gang War in your life.
Wait, no not that kind of gang war, I meant the rules…the ruuuuules