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Mojo / Campaign / Sump City Brawl

Sump City Brawl

Unlisted
Status
In Progress
Arbitrators
Budget
1200¢

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Gangs

Territories
Abandoned Rendering PLant

Forgotten and forbidden, an old corpse-starch rendering plant can still be coerced back to life.
Income: d3x10 credits
Special Rules: If the controlling gang has a friendly fighter die as a result of a 61-66 roll on the Lasting Injury table, or decides to execute a captured enemy fighter, then they may fire up the rendering plant. As a result of being so well-fed, for the next battle after they’ve used this territory, the controlling gang’s fighters may ignore the first Flesh Wound they receive. Mark this on the gang’s roster so it is not forgotten.

Archeotec Dig

This site is filled with the remnants of ancient technology from a brighter age of humanity, when technology wasn’t viewed with such superstition.
Income: d6x5
Special Rules: Select one fighter to work this terrtiory. If a 1 is rolled when rolling the dice to determine this territory’s Income, there has been a collapse! Roll a further d6. On a 1-3, place the fighter working this territory in Recovery. On a 4-6 the fighter escapes unharmed. Either way, the fighter collects no Income.

Local Chapel

The inhabitants of the lost zone haven’t kept much faith in their lives, but the few who seek out these chapels to pray for a second chance.
Income: 10 credits
Special Rules: Select 1 fighter to work this territory. That fighter may “dip into” the alms box to add 2d3 credits to the gang’s stash when collecting Income. However, the local populace don’t like this much and may take out their frustration on the fighter. If both dice are 1s, roll on the Lasting Injury for this fighter and count all results of 11-26 as 31-45. The fighter collects no Income.

Machine Shop
Held by Blaster Bears

Choice few know how to properly machine and maintain equipment on Necromunda, and they can without fail be found in the machine shops of the Underhive.
Income: 2d3x5 credits
Special Rules: Select one fighter to work this territory. If that fighter has an Intelligence characteristic of 6+ or better, they’re able to repurpose some of the machines to make ammo for the gang. The controlling player automatically passes their first Ammo Check they’re required to take each battle while the condition for working this territory is met.

Mine Shaft
Held by Big Free Boys

This ancient mineshaft has been abandoned for centuries, its ore deposits depleted. Now it serves as a makeshift transport tunnel – just watch out for rotting support beams.
Income: d6x10 credits
Special Rules: Select one fighter to work this terrtiory. If a 1 is rolled when rolling the dice to determine this territory’s Income, there has been a collapse! Roll a further d6. On a 1-3, place the fighter working this territory in Recovery. On a 4-6 the fighter escapes unharmed. Either way, the fighter collects no Income.

Prometheum Tap

Tapping into the prometheum lines without alerting the attention of those above can pay off huge dividends for a gang and the lost zone’s working taps are highly sought after.
Income: 15 credits
Special Rules: Select up to three fighters to work this territory. Each fighter may add Incendiary Charges to their fighter card while they work this territory.

Redemptionist Shrine (lvl 2)

This brightly-lit shrine to the Emperor’s wrath inspires equal measures of awe in the faithful and fear in the heretical.
Income: 15 credits (30 credits level 2)
Special Rules: Select one fighter to work this territory. This fighter spends time flagellating, fasting and praying for salvation. During a battle, this fighter may re-roll their first failed armor save. However, flagellating, fasting and not sleeping can take its toll. Perform a Toughness test for the fighter. If failed, they start the battle with 1 Flesh Wound.

Refuse Heap

In the underhive, one man’s trash is another man’s treasure. Or dinner, depending on how hungry they are.
Income: d6x5 credits
Special Rules: Up to 3 fighters can sift through the garbage at the Refuse Heap. Generate Income for each fighter working this territory. However, for each roll of 1, one of the fighters will fall into a hidden pit, get attacked by a ferocious scavenger, or some suffer some equivalent fate. That fighter generates no Income and is placed into Recovery.

Slop House
Held by Big Free Boys

When it comes to keeping a gang fed, there’s no finer meal in the lost zone than the slop house, which serves both varieties – brown and gray.
Income: 15 credits
Special Rules: Add a slopper to the gang. If the territory is lost, so is the slopper.

Spore Cave

The varied spores and funguses that grow in the Underhive can be cultivated for food, medicinal use, or chemical weapons. Agriculture is truly alive and well on Necromunda.

Income: 15 credits

Special Rules: Select 1 fighter to work this terrain. While working this terrain, a fighter is always considered to have a Medi-kit.

Toll-Crossing

Bilking the normies out of their hard-earned Imperial eagles in exchange for passage across your turf is as honest a living as any you’ll find in the Lost Zone.

Income: 2d6x5 credits

Special Rules: Select two fighters to work this territory. Sometimes travelers don’t want to pay up, and a shootout may occur. If doubles have been rolled, one of the fighters working this territory has been injured during such an occurrence, and no Income is collected. Randomly determine one of the fighters working this territory and roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they’ve learned an important lesson regarding readiness. Add the Overwatch skill to this fighter’s card.

Water Still
Held by Blaster Bears

While “potable” is an extremely generous term for his particular liquid, it is the lifeblood of the underhive nonetheless.
Income: 2d6x5 credits
Special Rules: Select one fighter to work this territory. If the dice roll for Income for this territory is a double, the fighter working this territory has caught a stomach bug. They are placed in Recovery with severe intestinal distress and collect no Income.

Gang ComponentsHanger on slotsReputation
Big Free Boys 10 1 2
Blaster Bears 11 1 4
Disciples of Saint Wym 25 1 2
MaxMuscle 0 0 0
Preachers of the Beyond 7 1 3
Prospecting Party Y13 0 0 3
Sons of Promethium 8 0 4
The Beauty and the Muscles 0 0 2
The Slime Lillies 0 0 1

Battles

Action Log

5 months, 1 week ago

Added 1 XP for Can Opener

Outcome: Current: 6 XP, Total: 14 XP
5 months, 1 week ago

Added 2 XP for Can Opener

Outcome: Current: 5 XP, Total: 13 XP
5 months, 1 week ago

Added 1 XP for Grease

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

Added 1 XP for Feydor

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

Added 1 XP for Earl

Outcome: Current: 4 XP, Total: 4 XP
View all 415 actions →

Captured Fighters

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No fighters have been captured yet.