Book of the Weekender
Contents
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. | 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:
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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:
| Banned & Restricted Items The following items are banned from purchase:
The following items are restricted, this is a limit not a target 🙂
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)
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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:
When a vehicle goes Out of Action:
*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 RulesThe following rules apply to all Weekender Campaigns:: Universal
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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
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 FormatThe 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) |
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 |