With Some Creativity, You Can (Sort Of) Use The New Necromunda Skirmish Minis In Warhammer 40k

With Some Creativity, You Can (Sort Of) Use The New Necromunda Skirmish Minis In Warhammer 40k

Necromunda Skirmish Rules Changes, New Edition, And How They Fit Into Warhammer 40k Published Aug 1, 2026, 5:00 AM EDT Ben is TheGamer's only Features Editor from the north of England. An award-losing journalist, his specialities lie in Pokemon, Warhammer, Apex Legends, esports, and fantasy and sci-fi RPGs. You can read his work in Eurogamer, The Guardian, IGN, Kotaku, The Loadout, NME, or VICE. Or here. Necromunda is one of the most exciting settings in all of Warhammer 40k. But, to me at least, it’s also one of Games Workshop’s most opaque games. There’s a lot to love about it: the setting is vivid, the epitome of grimdark as gangs duke it out across the grimy streets of the eponymous Hive City to wrest control from one another; the miniatures are nothing short of masterpieces on the tabletop, and I’ve converted many of them for my 40k armies; and the tabletop storytelling is second to only Mordheim. So I’ve heard. Truth be told, I’ve never been able to get through a Necromunda campaign. I make a gang, build some cool-looking Spyrers or Delaques, and even play a game or two. But there’s a lot of post-match admin to get through, a bunch of upgrades to track, and new rules to remember. So my hope is that the new edition of Necromunda, Skirmish, can provide me with more great models to bash together and enough rule changes for me to finally get my head around a campaign. Necromunda Skirmish Rules Changes Necromunda Skirmish comes with some great miniatures, but we’ll get to them later. The rule changes impact nearly every area of the game, some for the better and others for the worse. Specialisations are great, adding more personality to each of your gangers, as well as streamlining the upgrade process afterward. The after-action phase is generally smoother, for me at least, which increases the likelihood of me finally completing a campaign. There are updates across the board. Combat happening in initiative order is a big departure, but makes a lot of sense. It’s changes like these that bring it more in line with Dungeons & Dragons than Warhammer 40k, injecting some narrative juice into each battle. If you want a full rundown of every change, I’d recommend checking out Sump City Radio whenever they get their hands on the new edition. But I’m mostly here for the miniatures. Strictly speaking, you can’t use Necromunda gangs in 40k. They aren’t like Kill Teams, which get full rules for the main game. But I won’t let that stop me. My Dark Mechanicus is growing once more with my recent conversion of Belisarius Cawl, marking a new front for my accursed forces, and I’m not stopping any time soon. I’d fallen into a bubonic trap of Nurgle’s clutches, and Necromunda offers an alternative. I’ve been branching into conversions that focus on other Chaos Gods, especially Slaanesh, and now it’s Khorne’s time to shine. My eyes lit up when I saw the Goliath gangers. These himbos are ripe for lobotomising, and they’ll get a new half-life as servitors in my Battleclade. The kits line up remarkably well from a numbers perspective, and the battlefield roles even fit together nicely. Both units have two heavy weapons gunners, for instance, and the Necromunda kit comes with the option to make two fellas with flamers, so I took that option when list building for the servitor squad. There is a slight size discrepancy—the muscle mommies and dumbbell daddies are a few millimetres taller and thicker than their robotic counterparts—but that’s never stopped me before. I crammed them onto the correct bases for the servitor squad and went on my merry way. I raided my bits box and shelf (okay, shelves) of unbuilt kits to get started, and found the perfect parts to create a test model. I added a head from the Horus Heresy Mechanicum Servitors, a chest plate from the Kataphron Destroyer kit, and a spare Arc Rifle left over from my Skitarii conversions. My dwindling supply of Green Stuff filled a few gaps and added some cables and detailing, and I found a robotic leg to replace one of the ganger’s calves. I’ll be honest, I ripped this off a Tempestus Scion conversion but have no idea where it came from—perhaps a Legions Imperialis Knight? My other top tip is using a textured paste like Stirland Mud to fill some gaps or cover areas that have been chopped and glued a bit weird. I use Vallejo’s Dark Earth texture from its Diorama FX range as it’s more cost-effective and basically the same stuff, but if you’re going to paint your minis in a grimdark style, then it’s a double whammy of adding rough textures and covering mistakes. All I need now is a Servitor Underseer and Technoarchaeologist—I’m sure my bits box can provide plentiful components to graft flesh and machine for them. I might even raid the rest of the Necromunda range for coherency’s sake—I’ve had my eyes on Ortruum 8-8 for a while now, and I wonder if I can work some magic with Ozostium Aranthus… Games Workshop provided a copy of Necromunda Skirmish for this article.

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