Ironman Format
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.
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 1500 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.
Campaign Rules
The following rules apply to the Ironman Campaign only:
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’
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
- Medical escorts - this doesn’t use a post-battle action, in effect everyone can go to the Doc if needed.
- 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
- Remove dead fighters
- Spend XP / Kill count stuff - Advancements etc.
- 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. 🧀