|Hive gangs battle it out for supremacy.|
The release of the new incarnation of Necromunda has got me all excited. Not least because the background in the rulebook feels like a director's cut of all of the great content from Confrontation, married with that of mid-1990s Necromunda. There are great swathes of text from the Confrontation-era White Dwarfs lovingly reproduced and spliced with later canon. We now see again that Necromunda is a planet, with different locations and shifting political power, rather than the trials of a few gangs within a single hive spire.
I confess too, that I'm pretty pleased with the rules tweaks which have taken away some of the tiresome elements from the mid-1990s incarnation, and added in modern gaming approaches.
I'm not the only one who's excited about the new game. My gaming group is due to start a new Necromunda campaign in the New Year - we already have nearly 20 folks signed up, which demonstrates quite how excited people are. In preparation for the new campaign, I've made a start on a new gang. I say new gang, but typically it's an old gang - this time I'm working on the Hunter gang from Confrontation.
If you're not familiar with the Hunters, they were a set of 4 models from Citadel's short-lived Hive Gangs release which was designed to support the Confrontation rules.