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huddo695 / Campaign / The neon hab sector

The neon hab sector

Public
Status
In Progress
Arbitrators
Budget
1000¢

The hab sector never sleeps.

Day and night lost meaning here generations ago, replaced by the constant glow of lumen strips, flickering holos, and neon signs stacked one on top of another in a riot of colour. Entire hab blocks are wrapped in light — adverts for chems, entertainment, off-world dreams that no one here will ever touch. The air hums with power lines and voices, with music bleeding through thin walls and arguments echoing down corridors that never quite fall silent.

This sector is crowded. Overcrowded.

Families pack into single rooms. Pop-up markets clog transit ways. Gangs, merchants, and hustlers move shoulder to shoulder through streets barely wide enough for two people to pass. Everyone knows which levels are safe, which stairwells to avoid, and which doors you don’t open unless you’re invited.

Life here doesn’t stop when the shooting starts.

It just flows around it.

Into this living, breathing mess move Pirate Pete and the Junkyard Rats.

They don’t announce themselves. They don’t need to. They thrive in places like this — dense, noisy, full of things people have forgotten they even rely on. Illegal power taps behind hab walls. Black-market water recyclers hidden under vendor stalls. Maintenance ducts that run through entire towers, unseen by anyone who doesn’t know where to look.

To the Rats, territory isn’t empty ground.

It’s control of what keeps people alive — power, access, and routes through the maze. If the lights stay on, it’s because someone allowed it.

Then come the Spectres of Justice.

Enforcers moving through the neon glare in black armour that reflects a thousand colours. Their presence is impossible to miss — shock batons, shotguns, and vox-amplified orders cutting through music and street noise. They claim to be restoring order, to be bringing law back to a sector that has slipped beyond control.

But this is a populated hab sector.

Every patrol displaces someone.

Every crackdown leaves bodies.

Every “secure zone” cuts off someone’s home.

The Spectres don’t shut the lights off.

They weaponise them — surveillance, checkpoints, controlled corridors glowing under watchful optics.

At the start of this conflict, the sector is balanced on a knife edge.

Each gang controls a small number of hab clusters and transit levels — footholds carved out of the crowd. Around them lies a patchwork of contested territory: markets, stairwells, walkways, and hab blocks that technically belong to no one… yet are full of people just trying to survive.

Gangs

Territories
Archeotech device

• Any weapon in the gang may be imbued with the

Blaze, Rad-Phage, Seismic, or Shock trait, in exchange

for also gaining the Unstable trait.

• All weapons must be given the same trait.

• If the Territory is lost, so are the imbued traits.

Drinking hole

TERRITORYBOON

• Increase Reputation by +1 while the Territory is held.

• Fighters from the controlling gang may re-roll failed Cool checks, at a cost of an additional -1 modifier to hit for the remainder of the battle.

Fighting pit

• At the start of every battle, the gang my recruit twoHive Scum for free, each with 25 credits worth of equipment.

Pirate Pete’s holdfast
  • Income:
    D6x10 (10-60 credits) per collection phase.
  • Recruitment: After every battle, the gang may roll two D6. On a 6 on either dice, they can recruit a Juve for free. If both dice are 6, they can recruit a Ganger for free.
  • Reputation: +1 Reputation while controlling the territory. 
Rogue doc shop

• The gang gains a Rogue Doc Hanger-On for free.

Slag furnace

• Generate D6x5 credits for income.

Spectre barracks
  • Income:
    D6x10 (10-60 credits) per collection phase.
  • Recruitment: After every battle, the gang may roll two D6. On a 6 on either dice, they can recruit a Juve for free. If both dice are 6, they can recruit a Ganger for free.
  • Reputation: +1 Reputation while controlling the territory. 
Tunnels
Unowned

• During deployment, the gang may keep up to three

fighters from their crew in reserve.

• After the rest of the gang is deployed, place two 2”-

wide tunnel entrance markers on any battlefield edge.

• In each Priority Phase, roll D6 – on 4+, the fighters in

reserve all arrive within 1” of the same tunnel

entrance.

• On the turn they arrive, these fighters may be

activated as a single group.

Workshop
Unowned

• The gang gains an Ammo-Jack Hanger-On for free.

Battles

Action Log

5 months, 1 week ago

Equipped rusty with Combat shotgun from stash (70¢)

Outcome: Credits remaining: 0¢
5 months, 1 week ago

Bought Combat shotgun for Stash (70¢)

Outcome: Credits remaining: 0¢
5 months, 1 week ago

Hired Fingers (0¢)

Outcome: Credits remaining: 70¢
5 months, 1 week ago

Hired Fingers (50¢)

Outcome: Credits remaining: 20¢
ArbitraryNicheSpectres of Justice
5 months, 1 week ago

Bought dumdum rounds for Stub gun on Bullet (5¢)

Outcome: Credits remaining: 90¢
View all 32 actions →

Captured Fighters

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No fighters have been captured yet.