Confrontation

In the fall and winter 1990–91 issues of White Dwarf magazine, Games Workshop proposed a skirmish-level rule-set to highlight low-key engagements within the Warhammer 40,000 universe. Much of the combat rules were inspired by Laserburn, which also influenced the development of Warhammer 40,000.

The differences between Confrontation and the younger Necromunda rules in includes the following:


 * A more complex system for combat.


 * "Houses" were called "Clans", and none of the establish Houses or ruling families (save for Lord Helmawr) were listed.


 * Gangs were broadly categorized into: Clan Warriors, Brat Gangs, Tech Gangs, Undercity Gangs, Scavvies, Nomads, Mutant Gangs, and Psyker Gangs. Players were given greater liberty to design the look, customs and clan history of their chosen gang, with simple ideas to go about it.


 * Caryatids were an important element to a gang leader's social status. Successful leaders attracted more Caryatids, while being abandoned by one was seen as a bad omen.


 * The scenarios go beyond just the Underhive of Hive Primus, with notes about the Ash Wastes and even listing six other Hives: Palatine, Trazior, Acropolies, The Temenos, Quinpirus Cluster, and The Skull.