o No entry fee for the event.
o Games will be played until the campaign ends
o Pre-registration starts immediately and will be capped to 8 players.
o The rules are as follows:
o Each player has 3,000 credits to create their gang. When creating a gang, players can ignore the restrictions for including hangers-on and brutes based upon reputation. Any unspent credits are added to the gang's stash, but can only be used to pay for visits to the Doc.
o During gang creation, fighters may be equipped with any item from their house equipment list, or the trading post regardless of rare (x) or illegal (x) rules. Fighters can still only be equipped with items available to their fighter type (gangers cannot have special, or heavy weapons, etc.).
o Dramatis Personae, Bounty Hunters, and Hive Scum can all be added to a gang during its creation for the purposes of this type of campaign. These fighters ignore the Dead, Not Alive, Claiming Bounties, and “We’ll get our bit…” special rules and are instead permanently added to the gang.
o Leaders begin the campaign with 15 XP, Champions begin the game with 10 XP, and each other Fighter begins with 6 XP. Leaders and Champions can spend these XP right away or save them for later. Other fighters must spend them right away.
o Dominion campaign territories are determined as normal, then are divided up randomly between the players so that all territories are claimed and all players have the same number of territories.
o House agents, house favors and alliances are not used.
o During the pre-battle sequence, the recruit hired gun step is not used. During the post-battle sequence, 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 and equipment recovered from dead fighters.
o When a fighter, included hired guns, suffers a lasting injury instead of rolling on the lasting injury table, the opposing player rolls a d6:
Result
1-3: Out Cold
4-5: Critical Injury
6: Memorable Death
o There are no campaign weeks, phases or downtime. In an Ironman Necromunda campaign, and it continues until either there is only one gang left able to field fighters or all but one of the players has retired their gang due to losses.
o At gang creation each player will build gang tactics using the Limeted Method (Core Rules, pg. 234).
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