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matt_the_good / Campaign / The West is Dead

The West is Dead

Public
Status
In Progress
Arbitrators
Budget
1000¢

Welcome to Hive Brigstowe’s The West is Dead campaign. The campaign will be split over two days and will consist of three missions each day which will form a narrative as gangs compete for territories and glory. It will be based on the uprising campaign with some house rules.

 

Hive Brigstowe is dying.

The infection came from the West, carried on a lone ridge hauler that tore through the hive’s outer wall like a shell through bone. The driver was already dead by the time the hauler crashed through the breach. But it carried one survivor - an Orlock named Flask.

Flask staggered from the wreckage half-mad, raving about “cargo still alive” in the hauler’s hold. Within hours, the habs near the impact went dark. Within days, the infection was crawling inward, seeping through the transport tunnels and fractured causeways toward the hive’s heart.

The Enforcers sealed the western rim, claiming the threat was contained. The gangs believed them - for a while. They fought their turf wars, scavenged for scraps, and told themselves the fires on the horizon were someone else’s problem.

Then the smoke stopped rising.

Then the vox chatter went quiet.

Then the screaming started.

Now the western edge of Brigstowe is a wound - it's hab-blocks cracked open to the wastes, its people half-starved and desperate. The infection pushes deeper every day, swallowing sector after sector. Small bands of Enforcers cling to choke points, armour scorched and ammo low, while the gangs find their old territories devoured by panic, hunger, and worse. 

Between the last flickers of order and the surge of madness, survival has become the only law.

 

Gangs

Territories
ASHGATE

The great ash gates that connect a hive to the wastes and other regions of Necromunda are locations of trade and contact with the outside world

BENEFITS WHEN RUINED

Starvation: Roll a D6 and add this many portions of Meat to the gang's Stash.

Scavenging: Roll 2D3 and add this many Scavenging rolls to the gang's Stash.

BENEFITS WHEN RESTORED

Recruit: On a D6 roll of 4 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Income: Roll 2D6x10 and add this many credits to the gang's Stash.

ASH GATE

The great ash gates that connect a hive to the wastes and other regions of Necromunda are locations of trade and contact with the outside world

BENEFITS WHEN RUINED

Starvation: Roll a D6 and add this many portions of Meat to the gang's Stash.

Scavenging: Roll 2D3 and add this many Scavenging rolls to the gang's Stash.

BENEFITS WHEN RESTORED

Recruit: On a D6 roll of 4 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Income: Roll 2D6x10 and add this many credits to the gang's Stash.

CHAOS FANE

Chaos fanes are focal points for the worship of the Dark Gods; each Gore-splattered temple a place for heretics to muster their forces and practice their profane rituals.

BENEFITS WHEN RUINED

Recruit: On a D6 roll of 3 or higher, the gang can add an Initiate or Helot Cultist to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash. 

Starvation: Roll 2D6 and add this many portions of Meat to the gang's Stash.

BENEFITS WHEN RESTORED

Recruit: On a D6 roll of 4 or higher, the gang can add a Skinner or Helot Cultist to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Income: Roll D3x10 and add this many credits to the gang's Stash.

FUNGAL SPRAWL
Unowned

Fungal growths can dominate entire hive levels, and are both dangerous AND profitable in equal measure; there being much wealth a gang can find among their wilds.

BENEFITS WHEN RUINED

Equipment: Roll a D6 for each fighter in the gang. On a 6, the player can choose to have one of the fighter's Melee weapons gain the Toxin trait for the duration of the next mission. Weapons with the Toxin trait have a Strength characteristic of ‘-‘

Starvation: Roll a D6 and add this many portions of Meat to the gang's Stash.

BENEFITS WHEN RESTORED

Equipment: Roll a D6 for each fighter in the gang. On a 6, the player can choose to have one of the fighter's Melee weapons gain the Toxin trait for the duration of the next mission. Weapons with the Toxin trait have a Strength characteristic of ‘-’

Income: Roll D6x10 and add this many credits to the gang's Stash.

GUILDER STRONGHOLD

The Merchant Guilds manage the exchanges between Houses, and are centres for commerce and control in every hive.

BENEFITS WHEN RUINED

Recruit: On a D6 roll of 3 or higher, the gang can add A Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.

Scavenging: Add a Scavenging roll to the gang’s Stash.

BENEFITS WHEN RESTORED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Patrolman, a Skinner, a Ganger or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 40 credits of equipment purchased from their House Equipment List at no additional cost.

Income: Roll D6x10 and add this many credits to the gang’s Stash.

GUILDER STRONGHOLD

The Merchant Guilds manage the exchanges between Houses, and are centres for commerce and control in every hive.

BENEFITS WHEN RUINED

Recruit: On a D6 roll of 3 or higher, the gang can add A Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.

Scavenging: Add a Scavenging roll to the gang’s Stash.

BENEFITS WHEN RESTORED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Patrolman, a Skinner, a Ganger or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 40 credits of equipment purchased from their House Equipment List at no additional cost.

Income: Roll D6x10 and add this many credits to the gang’s Stash.

HAB LEVEL
Unowned

Huge sections of the hive are given over to residential habitation, blocks of tiny living spaces and coffin quarters where workers might rest briefly between cycles.

BENEFITS WHEN RUINED

Starvation: Roll a D6 and add this many portions of Meat to the gang's Stash.

Scavenging: Roll a D3 and add this many Scavenging rolls to the gang's Stash.

BENEFITS WHEN RESTORED

Reputation: Roll a D6 and increase the gang's Reputation by the amount rolled.

Income: Roll D6x10 and add this many credits to the gang's Stash.

MANUFACTORUM LEVEL
Unowned

Heavy industry is the heart and soul of Necromunda, the hives churning out vast amounts of weapons and wargear for its people and the greater Imperium.

BENEFITS WHEN RUINED 

Starvation: Roll a D3 and add this many portions of Meat to the gang's Stash.

Scavenging: Roll a D3 and add this many Scavenging rolls to the gang's Stash.

BENEFITS WHEN RESTORED

Equipment: The gang can add up to 30 credits worth of weapons or Wargear from its House Equipment List to its Stash for free.

Income: Roll D6x10 and add this many credits to the gang's Stash,

PRECINCT FORTRESS
Unowned

Each hive zone operates under the watchful eye of an Enforcer Precinct Fortress - each one an impressive fortification and symbol of Lord Helmawr's authority.

BENEFITS WHEN RUINED

Recruit: On a D6 roll of 4 or higher, the gang can add a Palanite Rookie Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Roll a D6 and add this many portions of Meat to the gang's Stash.

BENEFITS WHEN RESTORED TO ORDER

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, OR supplied from the gang's Stash.

Income: Roll D6x10 and add this many credits to the gang's Stash.

RECLAMATION ZONES

Scrapyards, vapour sinks and corpse farms are all vital to the continued existence of a hive city, and can provide great bounty to those who control them.

BENEFITS WHEN RUINED 

Starvation: Roll a D3 and add this many portions of Meat to the gang's Stash.

Scavenging: Roll 2D3 and add this many Scavenging rolls to the gang's Stash.

BENEFITS WHEN RESTORED

Equipment: Reduce the cost of items on the gang's House Equipment List by 10 credits, to a minimum of 5 credits.

Income: Roll D6x10 and add this many credits to the gang's Stash.

 

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

BENEFITS WHEN RUINED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, or a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits, Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Roll a D6 and add this many portions of Meat to the gang's Stash.

BENEFITS WHEN RESTORED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 25 credits of equipment purchased from their House Equipment List at no additional cost.

Income: Roll D6x10 and add this many credits to the gang's Stash.

SETTLEMENT
Held by Explorators 404

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

BENEFITS WHEN RUINED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, or a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits, Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Roll a D6 and add this many portions of Meat to the gang's Stash.

BENEFITS WHEN RESTORED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 25 credits of equipment purchased from their House Equipment List at no additional cost.

Income: Roll D6x10 and add this many credits to the gang's Stash.

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

BENEFITS WHEN RUINED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, or a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits, Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Roll a D6 and add this many portions of Meat to the gang's Stash.

BENEFITS WHEN RESTORED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 25 credits of equipment purchased from their House Equipment List at no additional cost.

Income: Roll D6x10 and add this many credits to the gang's Stash.

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

BENEFITS WHEN RUINED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, or a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits, Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Roll a D6 and add this many portions of Meat to the gang's Stash.

BENEFITS WHEN RESTORED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 25 credits of equipment purchased from their House Equipment List at no additional cost.

Income: Roll D6x10 and add this many credits to the gang's Stash.

SETTLEMENT
Held by Explorators 404

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

BENEFITS WHEN RUINED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, or a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits, Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Roll a D6 and add this many portions of Meat to the gang's Stash.

BENEFITS WHEN RESTORED

Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to your gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 25 credits of equipment purchased from their House Equipment List at no additional cost.

Income: Roll D6x10 and add this many credits to the gang's Stash.

SLAVE PITS

Pit fighting is a common pastime throughout the underhive, offering both a venue for gangs to place wagers as well as hone the fighting skills of their gangers.

BENEFITS WHEN RUINED

Training: Roll a D6 for each fighter in the gang. On a 6, the fighter gains D3 Experience points.

Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.

BENEFITS WHEN RESTORED

Training: Roll a D6 for each fighter in the gang. On a 6, the fighter gains D3 Experience points.

Income: Roll D6x10 and add this many credits to the gang’s Stash.

SLAVE PITS

Pit fighting is a common pastime throughout the underhive, offering both a venue for gangs to place wagers as well as hone the fighting skills of their gangers.

BENEFITS WHEN RUINED

Training: Roll a D6 for each fighter in the gang. On a 6, the fighter gains D3 Experience points.

Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.

BENEFITS WHEN RESTORED

Training: Roll a D6 for each fighter in the gang. On a 6, the fighter gains D3 Experience points.

Income: Roll D6x10 and add this many credits to the gang’s Stash.

SLAVE PITS

Pit fighting is a common pastime throughout the underhive, offering both a venue for gangs to place wagers as well as hone the fighting skills of their gangers.

BENEFITS WHEN RUINED

Training: Roll a D6 for each fighter in the gang. On a 6, the fighter gains D3 Experience points.

Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.

BENEFITS WHEN RESTORED

Training: Roll a D6 for each fighter in the gang. On a 6, the fighter gains D3 Experience points.

Income: Roll D6x10 and add this many credits to the gang’s Stash.

THERMAL VENT
Unowned

Heat and light are vital commodities in a hive, and controlling them provides a powerful resource 

to trade for a gang as well as significantly better living conditions.

BENEFITS WHEN RUINED

Starvation: Roll a D3 and add this many portions of Meat to the gang's Stash.

Scavenging: Add a Scavenging roll to the gang's Stash.

BENEFITS WHEN RESTORED

Better Living: The gang is able to find a competent cook. At the end of Step 2 of the pre-battle sequence, roll a D6 for each of the gang's fighters that is In Recovery.

On a 6, a constant supply of good food has helped them recover more quickly - their In Recovery box on the gang roster is cleared, and they are now available for this battle.

Income: Roll 2D6x10 and add this many credits to the gang's Stash.

UNDERHIVE SHRINE
Held by Explorators 404

Hives are filled with places holy to their inhabitants, where they might offer up prayers to the God-Emperor or the spirits of the hive itself.

BENEFITS WHEN RUINED

Blessings: Before the mission, roll a D6 for each fighter in the gang. On a 5 or 6, the fighter gains the Blessed condition for the following mission. Fighters with the Blessed condition gain a 6+ save if they do not already have an armour save, and can never have their armour save reduced to less than 6+ by Armour Piercing.

Starvation: Roll a D3 and add this many portions of Meat to the gang's Stash.

BENEFITS WHEN RESTORED

Blessings: Before the mission, roll a D6 for each fighter in the gang. On a 6, the fighter gains the Blessed condition for the following mission. Fighters with the Blessed condition gain a 6+ save if they do not already have an armour save, and can never have their armour save 

reduced to less than 6+ by Armour Piercing.

Income: Roll D3x10 and add this many credits to the gang's Stash.

WALL OUTPOST

The Wall separates the Spire, and its nobles, from the rest of the hive. It is heavily fortified and those living within its shadows benefit from the trade that passes through it.

BENEFITS WHEN RUINED

This Territory grants the following benefits Ruined:

Finest Things: The gang may re-roll one Scavenging roll in each post-battle sequence.

Scavenging: Add one Scavenging roll to the gang’s Stash.

BENEFITS WHEN RESTORED

Finest Things: When purchasing weapons and Wargear, the gang reduces the cost of equipment of 100 credits or more by 25 credits.

Income: Roll D6x10 and add this many credits to the gang’s Stash.

Wastelands

Wastelands offer isolation and protection from THE watchful eye of both Enforcer patrols and Chaos renegades, and are also good places to lay ambushes.

BENEFITS WHEN RUINED 

Ambush: At the start of the pre-battle sequence, roll a D6. On a 2 or more, the gang with this Territory may decide who the attacker is and who the defender is for the scenario.

Starvation: Add 1 portion of Meat to the gang's Stash.

BENEFITS WHEN RESTORED

Ambush: At the start of the pre-battle sequence, roll a D6. On a 3 or more, the gang with this Territory may decide who the attacker is and who the defender is for the scenario (this also changes the impacts of ascendancy). 

Income: Roll D3x10 and add this many credits to the gang's Stash.

Battles

No battles yet.

Action Log

7 months, 1 week ago

Draven spent 9 XP to advance

Outcome: Gained Berserker skill
7 months, 1 week ago

Grange spent 9 XP to advance

Outcome: Gained Somersault skill
7 months, 1 week ago

Added 6 XP for Top Dollar

Outcome: Current: 8 XP, Total: 8 XP
7 months, 1 week ago

Added 5 XP for Draven

Outcome: Current: 12 XP, Total: 12 XP
7 months, 1 week ago

Added 8 XP for Grange

Outcome: Current: 19 XP, Total: 19 XP
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Captured Fighters

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No fighters have been captured yet.