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Ogan / Campaign / Разборки по понятиям

Разборки по понятиям

Public
Status
Pre-Campaign
Arbitrators
Budget
1000¢

Новичковая кампания для новых игроков.

Новые банды подулья выходят на тропу войны, дабы выбить себе место под солнцем!

Gangs

No gangs have been added to this campaign yet.
Territories
Archaeotech device (Van Saar)
Unowned
Special: Any number of weapons may be given one of: Blaze, Rad-phage, Seismic, or Shock but also gain Unstable. All weapons must be given the same Trait.  ·  Enhanced boon: Special: Any number of weapons may be given two of: Blaze, Rad-phage, Seismic, or Shock but also gain Unstable. All weapons must be given the same Trait .

These are relics from a long lost age, when the hive had not yet grown to the sky. They possess strange capabilities, wondrous power and danger in equal measure.

Bone shrine (Cawdor)
Unowned
Income: 2D6 × 5  ·  Enhanced boon: Income: 4D6 × 5  ·  Enhanced boon: Reputation: +2

Shrines of bones and noose-ropes are common in the underhive, and even the most cold-blooded ganger will rarely pass one without throwing in a cred as a plea for a blessing.

Collapsed dome
Unowned
Income: 2-6 × 10 (random fighter suffers a Lasting Injury if any doubles are rolled)

Many of the ancient domes that honeycomb the underhive eventually collapse under the weight of time, leaving treasures trapped beneath the wreckage and the structure above liable to fall apart at the smallest misstep.

Corpse farm (Cawdor)
Unowned
Income: D6 × 10 per fighter deleted from the roster of either gang in the previous battle  ·  Enhanced boon: +1  ·  Enhanced boon: Income: 2D6 × 10 per fighter deleted from the roster of either gang in the previous battle

Everyone must eat, and the corpse farms take the flesh of the dead and make it into the corpse-starch that feeds the hive. Underhive corpse farms do a brisk, if shunned trade in the bodies of the dead.

Drinking hole (Delaque)
Unowned
Special: Any fighter may re-roll failed Cool tests, but suffer -1 to hit for the rest of the battle..  ·  Reputation: +1  ·  Enhanced boon: Special: May nominate three enemy fighters at the start of the battle who suffer -1 to all tests and checks in this battle.  ·  Enhanced boon: Reputation: +2

Reeking of liquor, sweat and blood, a drinking den is where many hivers go to numb their sorrows, or to find their courage at the bottom of a bottle of Wildsnake or Second Best.

Fighting Pit (Goliath)
Unowned
Recruit: Two free hive scum including equipment  ·  Enhanced boon: Reputation: +2

Violence is life, death, and entertainment in the underhive, and some of the most feared fighters are made on the cinder floors of fighting pits under the eyes of baying crowds.

Gambling Den (Delaque)
Unowned
Income: The player chooses a suit of cards. The player then draws a card from a shuffled deck of playing cards that includes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11, Queen 12, King 13, Ace 14) x10 credits. If they draw a card from a suit of the same colour, then the Income is the value of the card x5 credits. If it is any other suit, they gain no income from the Territory. If, however, they draw a Joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator.  ·  Reputation: +1  ·  Enhanced boon: +2  ·  Enhanced boon: Special: Nominate an enemy fighter before the Priority roll, that fighter misses the battle.

Gambling is rife in the underhive, with fortunes won on the turn of a card and lost on the spin of a bolt shell, and debts are easily piled up by those who don’t know when to quit.

Generatorium (Van Saar)
Unowned
Special: May switch off the lights before any priority roll. For the remainder of the battle, use the Pitch Black rules. At the start of each End phase, before making Bottle checks, roll a D6. On 5+, the lights come back on.  ·  Enhanced boon: Reputation: +1

Much of the light and power in the underhive relies on taps into energy conduits or barely functioning generators. Those that control the source of such power can let it flow… or cut it off at a whim.

Mine Workings (Orlock)
Unowned
Income: 2D6 × 10 (additional D6 per captured fighter sent to the mines)  ·  Enhanced boon: Reputation: +2

An open cast mine bored into a mineral mass can yield a fortune in carbonite gems, cognate ore, argent and emeralds, all waiting to be ripped from the ground.

Narco Den (Escher)
Unowned
Income: D6 × 5  ·  Enhanced boon: Income: 2D6 × 5 (2D6 × 10 if the gang also owns a Synth Still)  ·  Enhanced boon: Reputation: +1

Narco dens are filled with the scent of exotic smoke, and the bubble and hiss of fume-bottles and chem-injectors. Rich and poor alike come to such places to chase dreams and forget nightmares.

Needle Ways (Delaque)
Unowned
Special: Three fighters gain infiltrate  ·  Enhanced boon: Special: Six fighters gain infiltrate

The Needle Ways are the vents, crawl tunnels and pipes that thread through the mass of the hive. Those that can navigate them can pass unseen between almost anywhere

Old Ruins
Unowned
Income: D3 (+1 per Dome Runner) × 10

A complex of old ruins stands tall on the tangled landscape of the underhive or out in the wastes. Beneath the ashes and rubble, the tattered treasures of past ages wait.

Promethium Cache
Unowned
Special: All fighters may re-roll Ammo tests for weapon with Blaze.  ·  Equipment: Three fighters gain free incendiary charges

Stacks of fuel drums and tanks fill this half-forgotten stash, enough to keep a factory running, or burn half of the Sump down if a stray spark catches it.

Refuse drift (Cawdor)
Unowned
Income: 2D6 × 5 (on a double, a random fighter goes into recovery)  ·  Enhanced boon: Income: 2D6 × 5  ·  Enhanced boon: Reputation: +1

Vast agglomerations of refuse gather in areas of the underhive in drifts that shift like dunes in a desert.

Rogue Doc Shop
Unowned
Income: D6 × 10  ·  Recruit: If a Law-abiding gang, recruit a free Rogue Doc Hanger-on.

A sawbones, blood cleanser or chirurgeon has set up shop. Any gang willing to provide this rogue healer with protection can count on their loyal service.

Settlement
Unowned
Income: D6 × 10  ·  Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.  ·  Reputation: +1

Settlements dot the underhive. Most are scrap-shanties, peopled by the brave, the foolish and the desperate. Some are even willing to risk the danger of the wastes to build a life for themselves

Slag Furnace (Goliath)
Unowned
Income: D6 × 5  ·  Enhanced boon: Special: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.  ·  Enhanced boon: Reputation: +2

Glowing with heat and spattered with molten metal, a slag furnace smelts slag and ore so that the metals they contain can be poured off.

Sludge sea
Unowned
Equipment: Three fighters gain free choke gas grenades

Effluent and polluted water drains down through the hive to catch in brown pools, forming lakes of fuming, iridescent sludge.

Smelting works (Goliath)
Unowned
Income: D6 × 5  ·  Enhanced boon: Income: 2D6 × 5 (2D6 × 10 if the gang also controls a Slag Furnace)

Crags and seams of valuable slag can be found across the underhive, mute markers to the ancient industries that grew the Spire.

Stinger Mould Sprawl (Escher)
Unowned
Special: Reroll a single Lasting Injury, except Memorable Death.  ·  Enhanced boon: Special: Remove a single lasting injury or re-roll one, including Memorable Death  ·  Enhanced boon: Reputation: +1

Stinger mould is a rare fungus that grows where rad-waste has saturated a fungus sprawl. The fungus can be deadly, but also offers near-miraculous healing properties.

Synth Still (Escher)
Unowned
Special: Treat chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common.  ·  Enhanced boon: Special: Treat chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common and half their cost (rounding up).  ·  Enhanced boon: Reputation: +1

Constructed from tangles of reclaimed pipes, vats and cylinders, a synth still in skilled hands can produce the finest poisons, medicines and narcotics.

Tech Bazaar (Van Saar)
Unowned
Income: D6 × 10  ·  Equipment: Select one Leader or Champion to make a Haggle post-battle action. Choose one item of rarity ≤ 2D6, it can be bought for half price (rounded down). If less than 7, only common items can be selected, if less than 3, no equipment is gained. Exotic Furs, add +1 to the result of the 2D6 dice roll.  ·  Enhanced boon: Income: D6 × 10 (2D6 × 10 if the gang also controls an Archaeotech Device)  ·  Enhanced boon: Reputation: +1

An underhive tech bazaar buzzes with the calls of bullet merchants echoing above haggling tech- prospectors, while agents of the Gun-guild watch and take their due.

Toll Crossing (Orlock)
Unowned
Income: D6 × 5  ·  Enhanced boon: Special: Priority in the first round. Any gang can pay 20 credits for priority in the first round. If both pay, there is no effect. Cannot be refused.

The fastest ways through the underhive often cross chasms, sludge rivers or pass through bottlenecks. Gangs often set up tolls at such points, extracting credits from those who wish to pass swiftly and safely on their way.

Tunnels (Orlock)
Unowned
Special: Choose up to three fighters in the crew to deploy via tunnels. Set up two 2” tunnel entrances in the Deployment phase on any table edge on the ground surface of the battlefield. Roll a D6 in each Priority phase, On a 4+, the fighters arrive at a single tunnel and may be activated that turn as a single group.  ·  Enhanced boon: Reputation: +2

The tunnels that run through the hive are the primary ways that people move between locations. Those that control them can move freely and attack where they wish.

Wastes
Unowned
Special: If challenged in the Occupation phase, may choose the Territory at stake. If challenged in the Takeover phase for a controlled Territory, make an Intelligence test for the gang Leader. If successful, may choose to play the Ambush scenario as the attacker..

Tracts of ash, shapeless rubble, and twisted metal structures run through the underhive, their size waxing and waning with the ages. Most gangs have to pass through a portion of these wastes as they travel between places of more value.

Workshop
Unowned
Income: D6 × 10 (if outlaw)  ·  Recruit: Free Ammo-jack (if law-abiding)

Workshops in both the underhive and out in the wastes tend to be a combination of different scrap yards, festooned with belts of ammo and strewn with the carcasses of machines. The denizens of such places are often strange recluses, who mutter to their machines and create disturbing totems out of their rusting treasure.

Triumphs
Creditor
Unowned
Criteria: Largest Wealth at the end of the campaign.
Dominator
Unowned
Criteria: Most Territories at the end of a campaign.
Powerbroker
Unowned
Criteria: Highest Reputation at the end of the campaign.
Slaughterer
Unowned
Criteria: Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign.
Warmonger
Unowned
Criteria: Most battles fought across the whole campaign.

Resource types are defined but no gangs have joined this campaign yet.

Battles

No battles yet.

Action Log

OganКрысы
3 months, 1 week ago

Gang 'Крысы' has been removed from the campaign by Ogan