Rulebook review

The shiny, new, 192-page hardback Necromunda rulebook compiles all of the core rules released to date in a single volume. If you’re a fan of ultra-violent gang warfare in the Underhive, or you are looking for an excuse to finally get involved in the action, then this book has everything you need to learn and play the game, develop your gang and run a campaign.

Inside the new rulebook you will find.

– A closer look at the lore of the Imperium of Man, the hive worlds that serve it and Necromunda itself, plus the timeline of this iconic world. – An overview of the rules looking at the general principles of the game, how gang fighters work and everything you need to learn to get started. – The full rules, exploring each phase of the game from movement to close combat. – Rules for a host of different game types – from one-off skirmishes and tournament play to sprawling Dominion campaigns. – A huge host of scenarios and guidelines for setting up your battlefield, with rules for both close-quarters Zone Mortalis games and using Sector Mechanicus terrain. – A set of powerful tools and rules for Arbitrators to construct their perfect campaign. – The full Skills list for Necromunda. – A quick reference sheet for checking out your key information at a glance.

Effectively, it becomes a one-stop shop for denizens of the Underhive, all presented in a really nice hardback book.

The book includes a fully detailed background section that introduces the setting of the game, from the detailed anatomy of the hive spire itself to the six Clan Houses that fight for dominance of the Underhive. Building upon the foundations of its predecessor in Necromunda: Underhive, the new rulebook introduces the full game rules, compiling all the additional core rules content previously only available in Gang War issues 1-4.

This is a must have edition to your collection, for old and new players of Necromunda. Having all the rules in one book is a massive improvement over having to flick through four smaller books and significantly less to transport to-and-from games.

5/5