● SEASON 1 LIVETHE ARANTHIAN SUCCESSIONGANGS IN THE WARNEW CAMPAIGN SEASON — RECRUITINGSPIRE THRONE: CONTESTED● SEASON 1 LIVETHE ARANTHIAN SUCCESSIONGANGS IN THE WARNEW CAMPAIGN SEASON — RECRUITINGSPIRE THRONE: CONTESTED
A lone gang fighting in the Underhive
// MODES OF PLAY · SKIRMISH

One battle. No strings attached. No spreadsheet.

Skirmish is Necromunda at its most direct: two gangs, one table, one scenario — and when the final round ends, the story ends with it. No Territories in play, no Stash to accumulate, no XP to manage between battles. It's the perfect mode to try out a new House, teach someone to play, or simply settle a score on the table in a single night.

BASED ON THE NECROMUNDA CORE RULEBOOK (2023) · PAGES CITED IN EACH SECTION

1
BATTLE
0
XP GAINED
FREE
BUDGET
01 // SKIRMISH VS CAMPAIGN

Same core rules, different stakes. Here's what changes between a one-off battle and a persistent campaign.

Duration
SKIRMISHA single battle. It ends at the end of the final round.
CAMPAIGNA series of linked battles played over weeks or months.
Gang budget
SKIRMISHFreely agreed between players — 1,250 to 2,000 credits recommended (pg. 90).
CAMPAIGNA fixed 1,000 credits (+400 for vehicles) — the Arbitrator may adjust this (pg. 81).
Unspent credits
SKIRMISHSimply lost when the gang is founded.
CAMPAIGNAdded to the gang's Stash and available later.
Experience & Advancements
SKIRMISHFighters don't gain XP. Instead, the gang gets extra skills and characteristic increases at creation (pg. 91).
CAMPAIGNFighters accrue XP in every battle and purchase Advancements during the post-battle sequence (pg. 148-150).
Reputation & Gang Rating
SKIRMISHReputation is chosen (5, 10 or 15) and Gang Rating never changes afterwards — it's fixed (pg. 91).
CAMPAIGNReputation starts at 1 and grows; Gang Rating is recalculated every post-battle sequence.
Territory / Sympathisers
SKIRMISHDoesn't exist — no battle has territory at stake.
CAMPAIGNEvery battle is fought over a Territory (or Sympathiser) that changes hands.
Fighters Out of Action
SKIRMISHNo lasting consequences — the fighter returns whole for the next game.
CAMPAIGNReal risk of Lasting Injury, capture by a rival gang, or permanent death.
Arbitrator
SKIRMISHOptional — usually it's just the two players deciding together.
CAMPAIGNRecommended to have a dedicated Arbitrator managing territory, schedule and disputes.
02 // BUILD YOUR GANG

Founding a gang for Skirmish play follows its own budget, skills and Reputation rules (Core Rulebook 2023, pg. 90-91).

// BUDGET
1,250 – 2,000 credits

It's only a guideline, not a hard rule — larger gangs are possible, but smaller budgets force hard choices, which usually makes for a more interesting game. A good reference point: 10 to 20 fighters, and 1 to 4 vehicles.

// EXTRA SKILLS BY CREDIT TIER

No XP means no Advancements — so a Skirmish gang gets extra skills and stat bumps up front, scaled to how big its budget was. Click a tier.

HOW SKILLS ARE DISTRIBUTED
Leader: one free starting skill plus up to two extra skills.
Champions: one free starting skill plus up to one extra skill.
Prospects, Juves and Specialists: one extra skill each.
Extra characteristic increases: half the number of extra skills, rounded down (two or three, typically) — no model gets more than one increase.
// REPUTATION (CHOOSE ONE)

Reputation is picked when the gang is founded — higher Reputation means more Hangers-on and Brutes allowed.

OTHER RULES

Equipment: besides the gang's own list, players may agree to unlock Rare/Illegal items from the Trading Post up to a combined level before the game (e.g. up to Rare (10)).

Hired Guns, Hangers-on and Brutes don't count towards any minimum fighter requirement, but they do count towards the maximum.

A gang can only include Hangers-on, Brutes or Hired Guns once it has at least 10 models in its main list.

03 // WHAT CHANGES IN THE SEQUENCE

Skirmish reuses the same pre- and post-battle sequences as a campaign — only a handful of steps are skipped or work differently.

Steps that either don't apply or work differently in Skirmish, out of the 8 steps on pg. 97-98. Everything not listed here works exactly as in a campaign.

1 · Make a Challenge & Stake Territory
pg. 97

No territory at stake — the challenge is simply "let's play a battle". Nothing is staked.

2 · Recruit Hired Guns
pg. 97

Uses whatever credits were left over from founding the gang (instead of the campaign Stash).

3 · Determine Scenario
pg. 98

Players simply choose the scenario together; a roll-off breaks any deadlock.

6 · Announce Territory Boons
pg. 98

The whole step is skipped — there are no Territory Boons to announce.

// SKIPPED / DIFFERENT
04 // WHEN TO PLAY IT

Skirmish shines whenever continuity isn't the point.

Try out a new House

Curious about House Van Saar before committing an entire campaign to it? Build a Skirmish gang, play a few battles, and decide with the models actually on the table.

Teach someone to play

No Advancements, no Stash, no history — it's the simplest entry point for a first-time player. Pair it with the How to Play guide for that first battle.

Tournaments and events

Equal budgets and a fixed Gang Rating make Skirmish the natural format for competitive events — everyone starts on the same footing.

One night, one story

No commitment to continuity: perfect for when the gaming group changes every session, or when there's only time for a single battle.