Campaign for the small Winnipeg group set in Cascade Hive on the world Lodi
Link to File Share for Campaign documents:
Cascade Hive Campaign Public Folder
Lodi Campaign
Cascade Hive Background
“Just about a year ago, I set foot on the deck
Seeking my fame and fortune, finding some Archeotek!
Things got bad, and things got worse – I guess you know the drill-
Oh Throne, stuck here on Lodi again...”
Graffiti found carved into a wall panel deep in Cascade’s hive bottom
Lodi – the Creedence system and the world
Lodi – is the 4th planet in the Creedence star system. It is considered the ‘major world’ and the rest of the system has little of interest or to recommend it.
The inner three worlds of the system are close orbiting scorched rocks generally considered too difficult and dangerous to be worth the visit, although the second planet does maintain a Mechanicus Geologis outpost on its frozen dark side.
The 5th and 6th worlds are both ringed gas giants with many moons and some asteroid clusters.
The outer system has only one major planet, a frozen rock called Grunland without any kind of atmosphere, but there are numerous worldlets and planetoids in the outer system, indicating some kind of stellar devastation in the distant past.
The origins of the planet’s settlement are long lost to recorded history as are most records of its original state. What is known is that once, in the distant past, Lodi had a breathable atmosphere and at least some kind of primitive ecosphere. The exact nature of these are lost to time and there are few records of even the least reliable sort. Exact dates and means of settlement are also lost although the Magos Historica point to many similarities in construction and even culture between Lodi’s hives and those of Necromunda. There are enough commonalities that parallel development seems less likely than one world being a client, colony or settlement of the other. Exactly when the world was inhabited isn’t known but the earliest hive finds seem to indicate some five to six millennia before the Great Crusade – during a period generally referred to as the Age of Strife. It is possible as well that settlement of Lodi predates that somewhat to the period at the very end of the Dark Age of Technology. Given the somewhat blurry chronological borders of those eras, it could be either – or both.
Regardless, much like with Necromunda concern for any planetary ecosystem was not a consideration during early settlement. The goal was the planet’s vast mineral wealth and this was exploited on a grand scale. Mountains were leveled, seas drained and great cities built to convert the megatons of raw material into finished goods for both use and export.
As the industrial effluvia poisoned air, land and remaining seas, the industrial cities became less and less fit for survival. The bulk of the aerial contamination was heavier than air particles, gasses and fluids – so the cities rose – quite literally, to stay above the pollution. The lower classes worked in barely habitable conditions while the upper classes built luxurious spires and arcologies and even parks where the air was clean and the sun bright. Over millennia those spires became the industrial zones and new spires were built, the cities climbing endlessly upwards to keep the wealthy and privileged above the smog.
Cascade Hive
One of the largest of Lodi’s Hives, Cascade is also one of the oldest. Some say the oldest, although that is often argued and, in truth, no one really knows. Cascade’s population is somewhere in the range of 1.5 billion souls, all crammed into a many kilometers tall giant arcology. Most of the population live and work in the ‘Mid Hive’. This is an area roughly level with the toxic pollution clouds beyond Cascade’s hive walls. As has always been done historically, the habs are ‘up’ and the industrial domes and warehouse spaces are ‘down’. While the hive edge is, in theory, atmosphere tight little care is taken as long as the manufactorums and able to produce effectively. Beyond the walls huge rusting ramps lead kilometers down to the surface where great transit corridors of both ground vehicles and trains snake their way across the wasteland on giant elevated roads maintaining the bonds of commerce between hives.
The nobles of the great houses live in the ‘spire’ well above the manufacturing levels. These tall structures take many forms – from technological wonders to huge monuments to people long dead. Their huge windows overlook the city below and the great pool of multicolored toxic smog that stretches to the horizon in all directions.
As in most Hives, the nobles have their great familial houses to which the workers and even the scum in the Underhive draw their culture, genetics and practices. In Cascade these are:
House Phebis: (No Necromunda equivalent)
Phebis is the ruling house of Cascade hive and many marvel at this. The ‘Phebes’ as their enemies call them are the result of millennia of genetic engineering to make the ‘perfect’ human. They are without exception, tall, fair, light eyed and have perfect skin and physical form.
This is where the good portion stops, however. The vast majority of Phebes could lose a battle of wits with your average structural stanchion. They are not as dumb as a box of rocks – they are DUMBER. They hold their place at the top of the houses by virtue of their mutants. Every bit as physically perfect as their dumb kin, about one in every 20 Phebes is a literal supergenius with amazing powers of deduction, an eidetic memory and, many whisper, stable psyker abilities.
The hyper intelligent leading members of house Phebis use their less fortunate kin as cannon fodder in their wars and intrigues. They are adept enough at this that they have held the informal position of the dominant house for as long as anyone can remember – but the other clans are always looking to topple them.
A House Phebis gang can be built using the Outcast template led by a psyker or by a Spyrer gang.
House Moebius: (Escher)
Moebius is one of the top clans in the Hive and specialize in things like the production of drugs, pharmaceuticals and chemical work. While not as physically strong as many of the other houses, they make up for their lack of physical force with speed, skill and sheer psychotic boldness.
House Brobdingnag (Goliath)
Originally created as slave labor, the ‘House of Chains’ has managed to parlay its control of heavy manufacturing into significant political power. The house was created by an Underhive Gangleader who won control of so many territories, manufactoriums and logistical centers that other houses began dealing with him as an equal. Often called ‘Brob’nags’ or just ‘nags for short, the members of House Brobdingnag may be huge and muscle bound, but only the foolish underestimate them or insult their intelligence.
House Kage (Delaque)
The House of Shadows is probably the closest to their Necromunda kin Delaque. Many say that there is even contact between House Kage and the Delaque leaders of Hive Primus on Necromunda proper. Certainly some of the strange practices and creatures associated with the Delaque have begun appearing in the bowels of Cascade Hive. Does it surprise anyone that a house dedicated to secrecy and intelligence gathering and distribution has more off-world connections than the others? Not really. Most of the other houses are more worried about what House Kage is gaining and also giving up for their association.
House Ferros (Orlok)
House Ferros originally began as an outgrowth of an alliance between the Guild of Miners and the Guild of Motives who controlled transportation between the Hives of Lodi. When the great houses tried to control these very determined, and individualistic workers the pushback incited several out and out wars between House enforcers and those out on the highways and byways between the arcologies. The mines, long known for danger, hard work and a ‘get it done’ attitude easily dealt with any outsiders attempting to impose their will.
In the end, House Ferros was born. While the internal structure of the house is less like a true ‘noble house’ and more like a Guild controlled by Organized Crime families – this does not in any way erode their power and influence.
House Tesla (Van Saar)
Closely allied in many ways with the Techpriests and Engineseers of Mars, House Tesla nevertheless maintains many of its own secrets. Their mastery and utilization of mysterious Archeotek completely baffles the Mechnicum, particularly given their total lack of rituals, incense, chants and other ‘required’ practices to invoke the Machine Spirits.
When the other houses require technology that is reliable, locally obtainable and does not tie them to the Mechanicum it is to House Tesla that they turn. But Tesla has its own secrets – ones even the House of Shadows has not been able to learn. Many senior members disappear into the deeps of the Underhive, sometimes for years at a time. Many do not return, but those who do often show up with new ways of doing things which the Tech priests would undoubtedly name Heretek were they to learn of it. Those attempting to follow and learn those secrets have never returned. At least not in a way that was useful to their houses. Sometimes an agent following the Teslas on their deep delves are returned to their house. ‘Saved’ as it were, by the Teslas. The fact that what is returned is a mangled and mind wiped servitor is not generally lost on those attempting to pry into the business of the House of Artifice.
House Malis Malleus and the Order of Martyred Blood
All Imperial communities are generally compliant with the demands and dictates of the Ecclesiarchy. But in all Imperial populations, particularly large ones such as Hive worlds, there are those who go far further into the most radical of mindsets. While all Imperial citizens are abjured to loathe the witch, the alien and the mutant, members of House Malis Malleus go further. Those hatreds become the core of their being, often interfering in the day to day operations of House and Hive.
Malis Malleus is theoretically responsible not only for support of Imperial creed, but also for the activities of the Reclaimers. The group in which is known in Necromuda as the ‘Corpse Guild’. In order to relieve the hives, at least somewhat, of the need to import all their foodstuffs, the Reclaimers ‘recycle’ any carbon based materials in the Hive which are no longer needed – running through vast machines to turn them into what is generally referred to as ‘Soylent’. While it is true that some genetically soy based material finds its way into the vats, the vast majority of the material is comprised of those lifeforms living within the Hive. These bodies are sterilized and ‘reclaimed’ for the Hive, providing sustenance for the workers.
The related Order of Martyred Blood are the local sect of the Redemptionists. Passionate in the extreme, these adherents to the Imperial Creed dedicate their very lives to purging the unclean – with fire. And if they are themselves martyred in the process, all the better for their sacrifice is death as the Emperor’s is life.
The Zones of Cascade
While Imperial Hives come in many shapes and sizes, designs and layouts as innumable as the stars themselves. Many industrial hives, like those of Necromunda and Lodi, follow a sort of ‘tower’ design which evolved out of circumstance rather than from any sort of urban planning.
Initially the hive begins as a ‘regular’ city sprawling out from the various navigation points such as ports or crossroads (or both) and centered around manufacturing regions which employ the majority of the population, with the remainder involved in service operations, logistics, law enforcement and military, governance etc. The wealthy and powerful tend to live some distance from the industrial heart of the hive with its noise, smog and pollution. Whatever Lodi’s original ecosystem was, there was apparently little interest or concern in preserving it. Within a few millennia pollution and aggressive extraction had rendered it marginally habitable. At this point the open air cities began to be ‘domed over’. This began by simply building canopies over the streets from rooftop to rooftop but as time went on entire sections began to get larger domes with greater clearance. Sometime around this period, as most of the pollution and toxins were metal based and heavier than air, those seeking a ‘better’ life began to build upwards. The wealthier and more powerful now lived literally ‘above’ their less fortunate workers. As the centuries and millennia passed the toxicity of the atmosphere continued and it began to be difficult to operate the manufacturing spaces in their original areas so they moved up into the next level while newer high class domes were built atop the older ones.
The lowest, increasingly dangerous and toxic levels first became slums and then even the slums rose up, the lower levels eventually becoming toxic wastelands of abandoned urban ruins cloaked in eternal darkness with Lodi’s sun no longer could venture.
By the 41st Millennium, at least 16 to 17 thousand years since Cascade’s founding the uppermost spires are some twenty kilometers above the planet’s surface. Lodi’s dense corrupted atmosphere provides breathable ‘shirt sleeve’ air from around 18000 meters to around 21000 meters. Even so, one needs to be cautious of precipitation which can sometimes be acidic enough to burn unprotected skin. It’s not unheard of for exposure to rain to be used as a (very slow and painful) method of execution for those of noble blood found wanting in some way.
Buildings, monuments and towers over these roughly 1800 meters make up ‘The Spire’ where all the noble houses, government buildings and parks and public works buildings are located. Also on these levels are a great many landing stages for aerial ships and orbital transports carrying important people and high value goods to orbit. Lower value goods are ‘fired’ into orbit from a massive accelerator cannon located on the surface at Lodi’s equator many thousands of kilometers from Cascade Hive.
Just above the cloud level is ‘the barrier’ which walls off the Midhive from the Spire. Continually manned, the barrier is as much psychological as physical. Most of the prevention of those few who try to pass and who are not wanted is done simply by mark one eyeball, as very few midhivers (and essentially no underhivers) can manage even the basic dress code, much less the required identification.
Midhive is the most populous and most productive part of the Hive where better than 98% of the population is to be found. It is vast and cosmopolitan, with Manufactorums, Hab blocks, entertainment establishments, greenhouses, bars, brothels, offices of many kinds, logistical hubs etc. Everything needed for a city filled with well over a billion people. Work shifts are long and hard, with most working 12 hour days in very poor conditions. Life is spare, nasty, brutish and short – the average expectancy is around 38. Just enough time to grow, have a few kids, put in some productive years for the Emperor and then shuffle off. Most die to industrial accidents or toxin poisoning so there is little worry about ‘retiring’ or ‘elder care’.
The Underhive has no real ‘boundary’. The Mid Hive, as you go downward gradually becomes less well maintained, less populated, poorer and more dangerous. Eventually the power quits almost completely and stygian darkness fills the ancient domes, tunnels and logistical hubs.
It is here the battles between marginal street gangs take place. In the pitch black, a few small groups manage to eke out a marginal existence scavenging for rare elements, ancient technology or other valuables which are brought to semiofficial settlements run by the Guild – which brings those same materials up to the Mid Hive and sometimes even the Spire for resale.
In the Underhive, there is freedom, something not at all encouraged or sought in the Mid Hive. But there is also daily danger and no safety net at all other than your own gang members. Live may be free, but it is even shorter than in the Mid Hive.
This is life in Cascade Hive.
Gangs
Assets
Manage Assets →|
Depot 26-06 W-43772 (Promethium Cache)
Unowned
Income: None
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House Advantage: None
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Boon: Three fighters in the gang get incendiary rounds for free and all blaze weapons may re-roll ammo checks.
This ancient depot/warehouse is filled to the brim with refined promethium and its related by products. |
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Dropped (Settlement)
Unowned
Income: D6X10 Cr
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House Advantage: None.
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Boon: Recruitment - Juve/Ganger
While Long Fall itself is firmly under control of the Guilders, its 'sister' settlement of 'Dropped' is another story. Always fairly lawless the rough settlement changes hands - frequently.
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Generator G6-42 (Generatorium)
Unowned
Income: None
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House Advantage: Van Saar/Tesla gangs gain +1 Rep when they control this territory.
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Boon: Power cut (see book)
The ancient sector was dark as pitch when first discovered until some hereteks managed to get the old generator going. Whoever controls this barely functioning power system controls power to the sector...
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Halek Vire's Clinic (Rogue Doc Shop)
Income: D6X10 CR (Outlaws only)
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House Advantage: None.
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Boon: Recruit a Rogue Doc for free
Halek Vire is mysterious, unusually skilled and enigmatic. The doc has one good eye and one that is - something else. His work is quick, precise and strangely effective. The old clinic has been rebuilt and refurbished, metal and finishes stripped, new power installed and cogitators back up and running. Nothing matches, but everything works. |
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Jocko's Drinking Hole
Income: None
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House Advantage: Delaque/Kage get +2 rep and may spike the drinks of opposing gangs.
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Boon: +1 Rep to controlling gang. May re-roll Cool tests at risk of getting drunk
Jocko's is one of the main 'drinking holes' in Long Fall. Located just adjacent to the drop, a catwalk nearby connects to 'Dropped'. It has become the pre-exploration site for the newly opened Sector 26-06. Jocko has been running the place for years but is going blind and teaching his son Gav the ropes. |
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Long Fall Catwalks (Toll Crossing)
Unowned
Income: D6X5 Cr
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House Advantage: Orlock/Ferros gains Priority in the first round of combat. Other gangs not fighting the controlling gang may pay them 20Cr for the same advantage.
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Boon: None
The catwalks connecting Long Fall and Dropped have never been of much interest to the Guild - as long as they are sufficiently well maintained so that hivers can attend their pit fights. With the opening of sector 26-06 though, control of these which also gives access to the lost sector has become quite lucrative.
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Long Fall Tech Bazaar
Held by The Nebelgeboren
Income: D6X10 Cr
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House Advantage: Van Saar/Tesla gangs gain +1 Rep when they control this territory. If the gang also controls an Archeotek Device this is doubled.
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Boon: Equipment boon (see main rules)
With the opening of the new sector, many independent scavengers have set about getting in and trying to make a fortune selling scavenged technology, old equipment and archeotek. A disused area of Long Fall quickly was repurposed from a slum into an active sales bazaar for recovered equipment from the long lost sector.
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Mine Head 26-06 TZF
Income: D6X10 Cr plus additional for any captives working the mines...
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House Advantage: Orlock/Ferros gain +2 Rep when they control this territory
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Boon: May put captives to work for income (see above)
In a far corner of the Sector lies a drop shaft which disappears straight down into darkness. This sink goes all the way through the underhive and down into a series of rich mine workings in the crust of Lodi itself. Still productive when the sector was closed/lost this Mine Head can now be reopened...
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Mulder's Bed (Gambling Den)
Unowned
Income: Special (see Rules)
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House Advantage: Delaque/Kage get +2 rep and may call in the marker of an opposing gang.
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Boon: +1 Rep to controlling gang.
While the main Pit fighting complex in Dropped is firmly under the control of Guilder Mobweed's clan, the betting parlor adjacent to it where off pit wagers are concluded has never been of much interest. Various gangs have controlled it over the years as it has always been reasonably profitable even in the quiet days before the 'quake. No one knows exactly why the gambling den is called what it is. As far as anyone knows no one named 'Mulder' has ever been associated with it.
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Old Ruins in Subsector 14
Unowned
Income: D3X10 with a bonus for Dome Runners
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House Advantage: None
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Boon: None
Much of Sector 26-06 is simple fallen down ruins and wreckage. Some areas, such as this one, seem to have decent loot.
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Refuse Drift
Unowned
Income: 2D6X5 Credits - doubles means one ganger misses the next battle
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House Advantage: Cawdor/Malis Malleus gain +1 Rep and has no risk during income generation
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Boon: None
A large area of the newly rediscovered Sector is ruin and wreckage, but scavenging within it can often be very profitable.
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Reliant Medical Clinic (Synth Still)
Unowned
Income: None
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House Advantage: Escher/Mobius +1 Rep and those common items are also half price
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Boon: Various chems etc. are treated as common
A small formerly general care facility, this building is packed with advanced archeotek useful for the refinement of drugs and chemicals. |
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Samson's Smelting
Held by Jotunbrud (Cascade Hive Lodi)
Income: D6X5 Cr
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House Advantage: Goliath/Brob'nag twice as much income with an additional bonus if they also control the Slag Furnace
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Boon: None
Clearly associated with the nearby slag furnace, this facility is built quite differently from the usual Imperial style manufacturing systems. It has better safety interlocks, more spacious logistical areas and overall functions more smoothly than many newly built systems doing the same job.
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Sector 26-06 Life Support Hub 654 (Needle Ways)
Unowned
Income: None
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House Advantage: Delaque/Kage - 6 Fighters gain infiltrate
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Boon: 3 Fighters gain infiltrate
This facility was a ventilation and pumping system for a large portion of the sector. Control of it allows fighters to use the vent and plumbing systems for purposes not considered by the original designers.
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Slag Furnace 26-06-AD44818
Unowned
Income: D6X5 Cr
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House Advantage: Goliath/Brob'nag +2 Rep and may recruit (Juves/Gangers)
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Boon: None for non Goliath/Brob'nag gangs
It's unknown why this ancient but perfectly functional metal manufacturing site was abandoned, but it can now be put back into operation for those who can control the territory
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Stinger Mould Sprawl
Income: None
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House Advantage: Escher/Mobius - may either remove one lasting injury or re-roll a lasting injury roll (including memorable death)
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Boon: Re-roll one Lasting Injury roll (not memorable death)
One section of the old 26-06 sector held some kind of reactor along with a waste disposal warehouse which long ago was compromised. Stinger Mould now grows in wild profusion around this area.
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The Anvil
Held by Jotunbrud (Cascade Hive Lodi)
Income: D6X10 Cr
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House Advantage: This is the gang's Home Territory and cannot be challenged for or lost
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Boon: Chance of free recruitment of ganger or Juve
Jotunbrud home Settlement - cannot be lost or challenged for. |
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The Fallen Palace (Collapsed Dome)
Unowned
Income: Between 2D6X10 and 6D6X10 but with the chance of injury
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House Advantage: None
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Boon: None
The sector is full of waste and ruin to be picked over - but whatever this place once was, it was clearly several 'cuts' above the rest of the sector. Shattered statuary, something called 'planters' that hold odd material and dark dust, long crumbling away - marble entrances and windows which once were a myriad of colors. The place is dangerous, but the materials found can be worth a great deal.
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The Fountain of the Angel (Sludge Sea)
Unowned
Income: None
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House Advantage: None
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Boon: Three fighters in the gang gain choke gas grenades for free
In a square which was clearly once both noble and beautiful, a verdigris covered broken statue of the Primarch Sanguinius stands in a pool of effluent and filth. The proud eyes of the Blood Angel now stare down into fuming iridescent sludge.
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The House of the Emperor Enthroned
Held by The Chosen (Cascade Hive Lodi)
Income: 2D6X5 Credits
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House Advantage: Cawdor/Malis Malleus gain +2 Rep and double the income when holding this territory
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Boon: None.
The Ecclesiarchy is nearly as old as the Imperium itself. Not far from the central square of the abandoned sector towers the ruined House of the Emperor Enthroned where the workers and their families once gathered for devotions. When whatever catastrophe that sealed the sector took place, many of the faithful gathered to pray for the Emperor's grace. Their skeletons, in their thousands, still fill the pews where the Emperor granted them the comfort of eternity...
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The Margin
Income: 1D6x10
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House Advantage: This is the gang's Home Territory and cannot be challenged for or lost
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Boon: Free Juve or Ganger
This is the Chalkmen's home settlement. It may not be lost or challenged for. The Chalkmen of House Kage live in a secretive settlement known as ‘The Margin’. Few go there, although those who do usually report that it is so uninteresting that there is no point in returning. |
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The Rad Creche
Held by The Nebelgeboren
Income: 1D6X10 Cr
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House Advantage: This is the gang's Home Territory and cannot be challenged for or lost
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Boon: Recruiting
Nebelgeboren Home Settlement - this may not be lost or challenged for. |
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The Shrine of the Cleansing Flame
Held by The Chosen (Cascade Hive Lodi)
Income: D6X10 Cr
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House Advantage: This is the gang's Home Territory and cannot be challenged for or lost
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Boon: Chance of free recruitment of ganger or Juve
Chosen home settlement - cannot be challenged for or lost |
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The Sweet Shoppe
Income: D6X10 Cr
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House Advantage: This is the gang's Home Territory and cannot be challenged for or lost
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Boon: Chance of free recruitment of ganger or Juve
This is the Sweet and Low's Home Settlement. It may not be lost or challenged for.
A small settlement firmly under control of House Mobius and located above and edgeward of Long Fall. |
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The Transport Tubes (Tunnels)
Unowned
Income: None
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House Advantage: Orlock/Ferros gain +1 Rep when they control this territory and may also tunnel deploy 6 fighters
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Boon: Tunnel Deploy 3 fighters
Sector 26-06 once had a mass transit network to move hab workers between job sites and their habs as well as to move output to transit hubs. These tunnels still exist and can be used tactically by those who control them.
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The 'X' (Wastes)
Unowned
Income: None
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House Advantage: None.
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Boon: In the Occupation phase, the gang controlling this area may specify the territory fought over even though it is usually done by the challenger. In the Takeover phase it may be possible to Ambush.
Three major thoroughfares meet in this spot. Ancient rails, carraigeways and pedestrian catwalks fill the area, surrounded by what were once shops and logistics hubs. It's hard to get anywhere meaningful in the Sector without passing through or near the 'X'.
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Resources
Manage Resources →| Gang | Credits | Initial Settlement | Reputation |
|---|---|---|---|
| Jotunbrud (Cascade Hive Lodi) | 0 | 1 | 4 |
| The Chosen (Cascade Hive Lodi) | 0 | 1 | 8 |
| The Nebelgeboren | 0 | 1 | 4 |
| The Quiet Account - AKA: The Chalkmen (Clone) | 0 | 1 | 12 |
| The Reliables | 0 | 1 | 1 |
| The Rust Runners | 70 | 1 | 1 |
| The Sweet and Lows - House Mobius | 0 | 1 | 7 |
Battles
Tunnel Skirmish • Jul 14, 2026 Pre-battle
The Reliables , The Sweet and Lows - House Mobius
Deus Ex Machina • Jul 12, 2026 Pre-battle
The Nebelgeboren , The Reliables
Tunnel Skirmish • Jul 12, 2026
Jotunbrud (Cascade Hive Lodi) , The Chosen (Cascade Hive Lodi)
The Trap • Jul 10, 2026
The Quiet Account - AKA: The Chalkmen (Clone) , The Reliables
Tunnel Skirmish • Jul 07, 2026
The Rust Runners , The Sweet and Lows - House Mobius
Action Log
Bought Smoke grenades for Blastermaster (15¢)
Outcome: Credits remaining: 0¢Bought Bionic leg (mundane) for Redshirt 6 (25¢)
Outcome: Credits remaining: 0¢Sold equipment from stash: Stub gun (5¢)
Outcome: +5¢ (to 13¢)Equipped Logi with Bionic arm (mundane) from stash (45¢)
Outcome: Credits remaining: 8¢Bought Bionic arm (mundane) for Stash (45¢)
Outcome: Credits remaining: 8¢Captured Fighters
View all →| Fighter | Original Gang | Captured By | Status |
|---|---|---|---|
| Redshirt 4 Neophyte Hybrid | The Reliables | The Nebelgeboren | Captured |