Skip to main content
Culnihr / Campaign / Daemonkin in the Old Hive

Daemonkin in the Old Hive

Public
Status
In Progress
Arbitrators
Budget
1000¢

Using AoS3 chaos rules + extra in Classic mode

A hunting party from the PDF succumbs to the dark influence while battling a local cult of ever-changing loyalties.

Gangs

Special rules
Damaged items
Unowned

Items that are in disrepair. 

A damaged version has decreased stat values of the original item, removed positive traits or added negative traits.

The Condition is determined by the roll for loot crate content.

Then roll a number of dx equal to its Condition value and apply the corresponding stat decreases.

If the decreases would take any stat below minimum, it must be repaired by a technician to become usable. 

On a crit, roll again and instead increase a stat(1-3)/trait(4-6). Crits do stack. Each crit improves Condition by 1.

Dice type depends on item type.

Weapons, including grenades: d10, 1-8 corresponding stats, 9 trait

Exotic beasts: d20, 1-12 corresponding stats, 13-18 corresponding stat from MSTWIA, 19 trait/special rule

Armour and other items: d4, 1 stat, 2 special rule, 3 trait.

If an item doesn't have a special rule to modify, randomise a stat to decrease if a check fails pre-game or each round/activation. 

A damaged item can be repaired for a fee. The cost is the base value and subtract the (base value divided by 7 and multiplied by its Condition), rounded up to the nearest credit, plus the actual work by the technicians.

A damaged item can also be sold as normal. If it still works, Condition value. It it doesn't work (any stat decreased beyond use), Condition value divided by half.

Eg1.  The Condition is 5 which means that the stats must decrease by 5 in total, so the rolls might be: worsen AP by 1, Strength by 1, hit modifier by 1, ammo by 1 and Unstable.

Eg2. The weapon is a Heavy Stubber which costs 130 new and its Condition is 3. To repair it would cost 56 credits,  since 130/7×3=55.71... but that is just for the parts. Remember that the technician charges you for their work as well, so that's another d6x10.

Eg3. A Melta C2 with D0 is being sold. Since one of its stats has been degraded enough to make the item inoperable, it will only sell for half its Condition value. 135/7×2/2= 19.28... so 19 credits are given to the gang for the weapon.

Fatigue
Unowned

Similar to xcom long war, soldiers need to recover after each mission or they gain temporary debuffs.

Penalties from consecutive games:

1st game; -1 to all physical stats, -2 to mental

2nd game; halve all stats, rounded down

3rd game; injury roll d36 for 41-66, reroll 54

4th game; d3 injuries d36 for 41-66

Recovery time from fatigue = number of consecutive games +1

Ie. Even after one game there is a 2 game recovery time to avoid fatigue penalties. 

 

Heretek
Unowned

Hereteks are a special kind of Heretic, one that dares to alter the schematics of known and working weapons, but also of those that don't.

Nowhere is this more appreciated than in the Old Hive where most weapons and items are found in disrepair and the new owners are willing to sacrifice some part of the whole to improve another.

Add the following Post Battle Action,

 Sacrifice to Improve.

Choose the item to repair, then roll a D6.

  1. There were some unexpected interference. Roll once on the Fudged table. Despite having completely failed with the task, the Heretek demands d6x10 creds for their work, lest you tempt the Ruinous powers.
  2. This was the next logical step. The Heretek found a quintessential function which absolutely needed to be repaired. They demand d6x10 creds for this. If your equipment or weapon is a Damaged item, remove one worsened stat or trait. The original purpose for bringing in your item is obviously forgotten by them.

  3. Couldn't find the right parts. The Heretek has done nothing with your job.

  4. -6. Great success. The Heretek managed to complete the requested job. They present you with a bill for d6x10 creds for their work, see repairing Damaged items. Roll a d6 and add 1 and compare to the items Condition. If the result is equal to or lower, the difference is the number of repairs you can choose. However, if the result is higher, the difference is how many random fixes will be applied. Should the item still be unusable, the Heretek only charges you a Lho Stick (5c) and welcomes you to use their services again, for a fee of course. 

Fudged table

The Heretek, or more likely, one of their goons, has fudged the job completely. It's a disaster, held together with nothing more than spit and corpse starch. Obviously they won't admit this, regardless what you threaten to do to them. All you need to be concerned about is field testing the Fudged item, since you won't truly know what has happened until it is used in the next game.

Immediately before using the item, roll on the Fudged table.

Once you have used said item in a game you can return to the Heretek and they will fix it free of charge now that you have witnesses to the horrors they did to your precious... whatever it was. The Fudge is automatically fixed, with only a weird smell, sound or other sensory deviation to remind you that it was ever Fudged.

Fudged table

  1. Just don't ask. Whatever it was supposed to do just doesn't happen. Not even a Second Best.
  2. Bits left out. The item works once as intended, then falls to the ground in pieces.
  3. Propulsion Fudged. All ranges are reduced by half for weapons that have ranges. For all other items, halve all stats/worsen them to be twice as bad.
  4. Sights Fudged. Subtract 1 from all primary dice rolls with this item (hit, save etc).
  5. Rapid Fire mechanism Fudged. If it had Rapid Fire X before, it doesn't anymore. If it couldn't before, it now requires an ammo test each time it is fired. If it's an item it now requires an Intelligence check to use. If its an exotic beast it requires a Leadership check to activate. 
  6. Ammo Feed Fudged. Any ammo tests taken are automatically failed. For non-weapons, any failed tests causes the item to stop functioning. 
Points of Interest
Unowned

Drop x+1 d10 and d6 in the middle of the battlefield, where x is the number of tiles used.

The tip of the d10 determine direction, the value gives distance, closest d6 what type of item (weapon, wargear or armour).

Dig (Basic) to reduce difficulty by 1, otherwise open as Loot casket.

Content: Any one item but all items are in disrepair, so after the item is added to the fighter/gang stash, roll for Condition. Generate item the same way as when buying, but also randomise within the group.

So 1= weapon/beast attacks with most vicious attack, otherwise frag trap, then the item is Condition 7 (destroyed)

2-6 Respective Condition 

 

 

Trading Post list
Unowned

Basic, 13

Pistol, 12

Special, 17

Heavy, 14

CCW, 40

Grenades, 16

Gang equipment (+Chems), 4 (+8)

Personal equipment, 46

Weapon accessories, 9

Status items, 6

Exotic beasts, 5

Armour, (+Bionics), 12 (+7)

Field armour, 3

 

Battles

Action Log

7 months, 2 weeks ago

Equipped Abel with Web pistol from stash (90¢)

Outcome: Credits remaining: 160¢
7 months, 2 weeks ago

Added 90¢

Outcome: +90¢ (to 160¢)
7 months, 2 weeks ago

Bought Web pistol for Stash (90¢)

Outcome: Credits remaining: 70¢
7 months, 3 weeks ago

Spent 20¢

Outcome: -20¢ (to 160¢)
CulnihrServants of Gluttony
7 months, 3 weeks ago

Secher spent 6 XP to advance

Outcome: Improved Ballistic Skill
View all 246 actions →

Captured Fighters

View all →

No fighters have been captured yet.