Book of the Weekender


Contents


Weekender Campaigns        2

Universal Campaign Rules        5

Weekend Format        7

Domebound Campaign        8


Weekender Campaigns


Setting

Welcome to Weekender Campaign, a Necromunda campaign where things start well and only get worse.

In a Weekender Campaign, players create powerful gangs from all of the options available to them. The catch is, once their gangs have been built, they must see if they can go the distance, as they cannot replenish their losses with new fighters, buy new equipment or fall back on allies or gang tactics for extra muscle. A Weekender Campaign is also more lethal than a normal campaign, with death far more common, to reflect its added level of brutality.

Each player brings a 3000 point gang and over the course of 6 games will see how much (or little) remains of their gang.

Universal House Rules and Homebrew

The weekender format is a spur from the main Element games necromunda campaign. This is a weekly campaign that plays on Mondays and Thursdays (all are welcome to join).

The weekender inherits the house rules & homebrew content from the Book of the Elements, which can be found here:

 Necromunda - Book of the Elements

So feel free to use any content in the Book of the Elements in this weekender format.

Additionally, there is a Discord server associated with the group that all are welcome to join as well, this has a channel specifically for the weekender.

https://discord.com/invite/Nn9EnNSUcp

Gang Composition

What is a campaign without gangs? Each player taking part has 3,000 credits to create a gang, this is different to a standard campaign in the following ways:

  • Fighters may be equipped with any item from their House Equipment List and the Trading Post regardless of rarity. Fighters can still only be equipped with items available to their fighter type (gangers cannot have special or heavy weapons, etc.).
  • Gang composition needs to be adhered to as per usual.
  • Any gang that has a limit on champions at creation (Venators, Outcast, GSC, etc.) can be ignored.
  • Unless modelled appropriately, no gang can be chaos-corrupted.
  • Chaos Corrupted Gangs may take 0-2 Chaos Spawn at 130 each
  • Leftover credits go to the stash and can only be used to pay for medical escorts
  • Random items like the Xenoculum; if you’re crazy enough to take these, roll on the table in the pre-battle sequence of the first battle they appear in. From there on out that’s what the item is, (even if it explodes).
  • Inload spikes, roll the vanilla lasting injury on the first battle they take part in - if they go critical/dead then it’s tough luck and you’ll have 1 less crew to use that game.

Hired Guns and Hangers-on

In this campaign, you may take as many hired guns and hangers-on as you like, the only restriction is the max a gang may include - e.g. 0-2 Ambots. Reputation is not a limiting factor.

The exception to this rule is that as many named characters/dramatis Personae can be included for example; you can take Yar Umbra, and Slagmyst even though you are only allowed 1 bounty hunter per gang. However, you can only take a maximum of 1 generic bounty hunter.

However, there are a number of modifications to how hired guns and hangers on work:

  • Everyone gets “part of the crew” this means they are as likely to show up as any other fighter in your gang, as a result, you’ll need to have models for all your hangers-on ready.
  • For gang composition and XP for taking out of action - Bounty Hunters & Brutes count as champions & Hangers-on count as gangers.
  • Hangers-on never leave as a result of being seriously injured, the only way out is death.
  • Hired Guns and Hangers-on all gain XP and can advance (They have no access to skills).
  • They all come stock with their equipment they’re hired with. no more - no less. (Unless there are options on the fighter card / a generic bounty hunter)
  • Ignore the Dead, Not Alive, Claiming Bounties, and “We'll Get Our Bit…”, and “You Get What You Pay For”

Banned & Restricted Items

The following items are banned from purchase:

  • Stinger Mould
  • Night Night
  • Maiming 😐

The following items are restricted, this is a limit not a target 🙂

  • Falsehood - 0-2
  • Cameleoline Cloak - 0-3
  • Ablative Overlay 0-4
  • Halo Device 0-1
  • Threadneedle worms 0-1
  • Camoelean Elixir 0-1

Experience & Advances

All your fighters gain experience and can advance, the table below shows how much each class of fighter starts with and how they spend it.

Important - You do this after creating your gang so your gang will be over 3000 points at the start of the weekend (otherwise it’d be impossible due to your regular gangers randomly increasing in points)

Fighter Type

Starting XP

Advance

Leader

15

Can be spent whenever

Champions, Bounty Hunters, Brutes

10

Can be spent whenever

Gangers, Pets, Juves, Hangers-on, Scum

6

Must be spent before game 1. Roll on the advancement table unless Juve/specialist


Proxies

Proxies are allowed (and expected) as any fighter on the roster may show up in battle. Be reasonable with the proxies, both what things can count as and when a model ‘becomes’ a proxy.

This isn’t a case of a fighter having all the wargear etc. it’s more around a fighter with a heavy weapon having some sort of heavy weapon modelled, as well as a rogue doc looking ‘doctor like’ etc.

Note: This doesn’t mean that having a fully counts-as gang means they are all proxies, you can have a Kroot themed gang counting as Orlocks. However, it does mean that if you have a rogue doc you need a model that looks like some kind of Kroot doctor medicine man or else that model will count as a proxy.

The main downside to bringing proxy models is that they’re more likely to die, whenever they roll on the lasting injury table after being taken out of action apply a +1

Reracking the Gang

So it’s not going well and you’re down to the last dregs of your gang. There’s only 1 opportunity to re-rack your gang which is between the two days. If at the end of day 1 you wish to rerack you may return on day 2 with a gang with a rating no higher than 2000 credits, made up of your original gang members (no advancements, lasting injuries etc.) However, you will also forfeit any chance of winning triumphs, so choose wisely.

Also, if you can only make the Sunday, you can start as if you ReRacked your gang as per above.

Going Out of Action

The main thing that makes an ironman campaign, the lasting injury table is modified to be a lot more deadlier:

When a fighter goes Out of Action, instead of rolling on the lasting injury table, roll a single D6 on this table:

D6

Result

1

Out Cold

2-3

Critical Injury

4+

Memorable Death

When a vehicle goes Out of Action:

D6

Result

1

Persistent Rattle

2-3

Lasting Damage*

4+

Write-Off

*Randomly determine from one of the lasting damage options (not persistent rattle or write-off)

Additionally, the following modifiers are applied to both tables:

Proxy  +1

Restricted item +1 per restricted item

Recovery

Recovery is not in use, your fighters are always ready to fight

Critical Injuries and Spyrers

Spyrers have the glitch table instead of the lasting injury table, in this campaign they roll on the above table as usual. However after a doc visit, instead of rolling on the regular injury table they instead roll on the glitch table. As a result they are as likely to die as anyone else.

Universal Campaign Rules

The following rules apply to all Weekender Campaigns::

Universal

  • Limited is replaced with scarce - No bullet merchant needed, fighters get a full restock after each battle.
  • Underdog bonuses are not in use
  • Capturing fighters - Fighters can never be captured
  • Tactics cards are not in use
  • Consumables are not consumed - You can still get addicted to chems etc. though
  • Fighters never leave or can be retired - This is a fight to the death, the only way out is in a body bag. So hangers-on never leave even when suffering lasting injuries, and you can never retire that crippled fighter.
  • Gang Composition - This rule is only in play during gang creation. That is to say you’ll never need to retire champions due to too many gangers dying.
  • No Hired Guns After Creation - skip this part of the pre-battle sequence
  • Limited Postbattle - The Collect Income and Visit the Trading Post steps are not used. In effect, players may never add new equipment or fighters to their gangs from any source (this includes fighters gained from Territories or gang tactics, other fighters, or equipment recovered from dead fighters).
  • No House Favours, Alliances, or Agents - Not in use
  • Double Skull - A maximum of 1 result may be applied from the lasting injury table, so if multiple skulls are rolled, the highest result is applied.
  • Chaos Spawn - Roll once at the start of the campaign for the stats. “Out of control” is not in use, Chaos spawn will take lasting injuries like everyone else, but can re-roll the result (Must accept even if worse).
  • Warp Horror - Warp Horror will take lasting injuries like everyone else, but can re-roll the result (Must accept even if worse).
  • Arthromite Duneskuttler, Hard to kill - The roll twice and pick only applies to the vanilla lasting injury table, the one you roll on after a successful Doc visit.
  • Only suffering lasting injuries on a … - Any other fighter profile that only suffers a lasting injury on a certain result is treated as above, taking lasting injuries like everyone else, but can re-roll the result (Must accept even if worse).

Spyre Hunting Parties

Spyre gangs probably won’t do amazing in this format as they’re just a bit too weird compared to the traditional gangs. So proceed with caution if you want to go in with a pure spyre gang.

The following changes apply to spyre gangs:

Private Physicians: Spyre Gangs get 2 free medical escorts in each post battle

Veterans of the Long Hunt: At gang creation each spyre fighter can buy 1 power boost. For example you could buy a “Hunting Rig Augmentation” for 20 credits. Each Spyrer can only buy one power boost at creation.

Terror Level: Terror level is not in play

Critical Injuries: See ‘Going out of action’

Weekender Scenario Rules

Standard rewards for winning a scenario will be 1 free doc visit (that can’t fail), you may bank this for later as well. You earn no Credits, or Rep. Your fighters gain exp as usual.

Each mission will have a smaller than usual deployment zone, in which you’ll have to deploy on the battlefield surface.

Crew Size - This will always be Random(5+d3) The D3 is rolled once for both players.

Spyrers count as 2 fighters for the purposes of crew selection.

Mulligans - We randomly determine the crew for the mission you may either Crew Mulligan or Leader Mulligan. You must choose before drawing your crew.

Crew Mulligan - After drawing your fighters for the battle, you may mulligan any number of them. Place the ones you’re keeping to one side, shuffle the entire deck again then draw back up to the crew size.

Leader Mulligan - Alternatively, you may instead select your leader before drawing your random crew for the mission (Your leader uses up 1 crew spot as usual) 

Max Crew Size - to keep games moving at a smooth pace, a maximum of 4 additional fighters may be brought onto the battlefield through things like Cawdor masses etc.

Weekender Postbattle

Post-battle is streamlined in that the following things are done in order

  1. Medical escorts - this doesn’t use a post-battle action, in effect everyone can go to the Doc if needed.
  2. Limited Postbattle actions - Fighters may perform post battle actions, however, remember that there is no trading and no hired guns. You can’t add anything new to your gang
  3. Remove dead fighters
  4. Spend XP / Kill count stuff - Advancements etc.
  5. Report battle outcome

Weekender Triumphs

Ironman - Most wins over the weekend. Tiebreaker goes to who had the least deaths

Pablo Scumcasso - Vote on your favourite painted gang. 🏋️

Michelangelo of Greenstuff - Vote on your favourite conversion / kitbash 🗿

Tiddlers Choice - Lost the most gangers over the campaign, at least you get this award though. Tiebreaker goes to whoever has the most losses 🪦

The Big Cheese - Vote for the most cheesy gang list, embrace it. 🧀


Weekend Format

The weekender will run from Saturday until Sunday, over the 2 days the aim is that everyone plays 6 games, (3 on each day).

The rough schedule for which looks like:

Saturday

Welcome        09:30        - 10:00

Game 1                       10:00 - 12:00

Lunch*                12:00 - 13:00

Game 2         13:00 - 15:00

Game 3                       15:30 - 17:30

Sunday

Game 4                      10:00 - 12:00

Lunch*                12:00 - 13:00

Game 5         13:00 - 15:00

Game 6                       15:30 - 17:30

Awards Ceremony

*not provided 🙂

The missions are set per board and will be a mixture of 1v1, 2v2, & free for all multiplayer. Players will rotate after each game with a goal of getting everyone to play on every board at least once and with as many different opponents as possible.

Games will be played in rounds (everyone starts at the same time) there’s no strict time limit however, there will be a rough one (Must finish 10 mins before the next round starts). However, this isn’t a tournament so don’t worry too much about winning

Voluntary bottling is allowed however, this displeases your house. If you voluntarily bottle all your fighters are treated as if they were seriously injured when the battle ends (roll a D6 per fighter, 1-2 roll on the ironman lasting injury table, 3+ they are fine)

Domebound Campaign


Setting

Welcome to the Domebound Campaign, a Necromunda campaign set in a section of the hive that has been sealed off by imperial decree. Trade has stopped and now it’s a matter of survival until the dome becomes unsealed again.

In a Domebound Campaign, players create powerful gangs from all of the options available to them. The catch is, once their gangs have been built, they must see if they can go the distance, as they cannot replenish their losses with new fighters, buy new equipment. Instead Gangs must try to survive by scavenging the caches left by the Dome Guilders, using anything they find as best they can. A Domebound Campaign is also more lethal than a normal campaign, with death far more common.

Each player brings a 3000 point gang and over the course of 6 games will see how much (or little) remains of their gang.

Supply Caches

While the markets are all closed that doesn’t mean there isn’t treasure to be found, in fact, the local Guilders have hidden their supplies all over the dome.

After each game in this campaign the gangs loot the local area in search of Supply Caches, with the winner getting the best pick of the surrounding area.

A Supply Cache always contains 3 cards of various rarities. Common, Uncommon, Rare, & Legendary. 2 of the cards will always be common with the 3rd being of Uncommon rarity or higher.

Cards can be either:

Tactics cards

Equipment

Special buffs

Dramatis Personae

Tactics cards and Dramatis Personae can be used each game (unless the Dramatis Personae dies). While Equipment and buffs are applied once to a fighter in your gang before being discarded.

Cards can be traded between players if you wish.

The winner of the mission gains 2 Supply Caches, other players only get 1 Supply Cache

Domebound Scenarios

tbc