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The concept is that you are playing a gang that lives off of illegal activity in the underhive of a massive hivecity on one of the millions (billions) of hive worlds in the Imperium. You fight with other gangs for territory, fancy tech, and the resources you need to feed your gang members and get rich and powerful. You raise capital by working your territory and will get random access to better technology that you can buy if you have the cash on hand when it appears at the trading post.
There are 6 or so base gangs in the game. Each has a supposed "flavor" in the rules, but many of them play exactly the same as the others with only limited groups standing out from others. The Van Saar for example can end up with a lot more models that can use special weapons do to their skills access, but even the gangs that focus on "melee" are not limited or controlled in anyway that makes them have to focus on melee if they don't want to. When reading the rules pick a gang that you like the look of and the skils tables available to the gang and go with them.
There are also a number of special gangs considered Outlanders in the game. These are the real dregs of society like redepmtionists who are religious fanatics, scaavies which are diseased and mutated freaks who can call on zombies to help in fights, spyrers which are spoiled rich kids with expensive combat suits who slum in the underhive for fun and some others. The outlanders have some limitations placed on them because generally they can be a lot more powerful than the basic gangs in the game. The redemptionists can get single shot flamers for just about every member of their gang which can just be insane when you are surrounded by them. Spyrers are just stupid with the capabilities of their power suits.
As your gang members survive fights, they get experience points that lead them to advances that are randomly determined as some kind of stat advance or a new skill. Skills improve the abilities of your gangs and some skills and skill tables are much more useful than others. Since the stat advances are randomly determined you can luck out and have a melee focused gang member get 3 WS +1 advances in a row, or you could end up with someone who keeps getting LD advances which can be annoying.
That is the game story/concept in a nutshell. From a wargaming perspective the game is geared towards a smaller skirmish size than 40k and you will usually start with around 10 models in your gang (closer to 4 or 5 if you play spyrers) each armed and ready to go. Battles are usually fought on a 4x4 table Expect some confusion when playing if you are familiar with the current 40k edition, because the Necromunda rules are not really in sync with the 40k rules anymore. They were originally written to match the 2nd edition rules with some tweaks and have only had one new version of the game since then.
All in all I really like Necromunda and think it is one of the best games GW put out through the years. With 1 full sized table and 1 smaller table we can have a gaming day and have 3 games of necromunda going on simultaneously while others work on advances and skill rolls from a game that has completed. Easier to have a full group enjoy playing on the same day. Also Necromunda is easier to get new players into as well. The rules are now free for download on the specialist game site and you don't need anywhere near as many minis as you do for WFB or 40k.
Enjoy!
Skriker
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