This is an Outlands Campaign
- the gang leaders are all survivors of a cannibal infestation in their previous settlements and have escaped to the outlands with hopes of starting fresh.
The narrative is still being built. I’m hoping it turns into a perpetual campaign that constantly comes back to each gangs settlement as they slowly build up their reputation
Gangs
Assets
Manage Assets โ|
Black Market
Unowned
Benefits: Reduce the legality of all items in the Trading Post by 2 Costs/Requirements: 5 Power, 10 Salvage, Scrap Market (Supply) |
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Bullet Hall
Unowned
Benefits: Add a Hired Gun to their gang free of charge Costs/Requirements: 15 Sustenance, 10 Salvage, Drinking Hole (Building) |
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Corpse Yard
Unowned
Benefits: Increase the settlement’s Supply Structure limit by 1 Costs/Requirements: 5 Power, 10 Sustenance, 10 Salvage |
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Doc Clinic
Unowned
Benefits: In the post-game sequence remove up to three fighters from Recovery Costs/Requirements: 20 Power, 10 Sustenance, 10 Salvage, Rogue Doc |
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Drinking Hole
Unowned
Benefits: Reduce the cost of Hired Guns and Hangers-on by 50% (rounding up) Costs/Requirements: 10 Power, 20 Sustenance, 20 Salvage, Habs (Building) |
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Gaol
Unowned
Benefits: +3 to the dice roll to Capture enemy fighters Costs/Requirements: 5 Power, 5 Salvage |
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Habs
Unowned
Benefits: Increase the settlement’s Building Structure limit by 1 Costs/Requirements: 10 Power, 20 Sustenance, 10 Salvage |
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Underhive Shrine
Unowned
Benefits: Always count as having the Home Turf Advantage Costs/Requirements: 10 Power, 5 Sustenance, 5 Salvage |
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Vault
Unowned
Benefits: Settlement cannot be the subject of a Settlement Raid Costs/Requirements: 10 Power, 10 Salvage, Walls and Gates (Defence) |
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Workshop
Unowned
Benefits: Reduce the cost of Defence Structures by 50% (rounding up) Costs/Requirements: 20 Power, 10 Sustenance, 10 Salvage, Ammo-jack |
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Chasm
Unowned
Benefits: 6” wide, 12” long, area of impassable terrain placed by defender Costs/Requirements: 30 Salvage |
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Critters
Unowned
Benefits: Attacker subject to the Horrors in the Dark special rule Costs/Requirements: 30 Sustenance, 10 Salvage, Fungi Farm (Supply) |
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Minefields
Unowned
Benefits: Defender may place up to three booby traps anywhere at least 6” outside their opponent’s deployment area Costs/Requirements: 10 Power, 10 Salvage |
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Outpost
Unowned
Benefits: Add 2 or subtract 2 from the dice roll when rolling to determine scenario Costs/Requirements: 5 Power, 10 Salvage |
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Walls and Gates
Unowned
Benefits: Defender may place walls around their deployment area Costs/Requirements: 50 Salvage |
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Watchtower
Unowned
Benefits: Defender may place a Watchtower in their deployment area Costs/Requirements: 20 Salvage |
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Boneyard
Unowned
Boneyards are places where refuse has gathered over the centuries and can provide rich picking grounds for scavengers. While not as rich in resources as run-off, they are less toxic and therefore safer to work.
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Edge of the Hive
Unowned
Settlements constructed within the shell of the hive clinging to its skin are very difficult to build, but benefit from the resources of the wastes and protection from its inhabitants.
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Factorum Run Off
Unowned
Factorum run-off sites are rich in resources but also often highly toxic.
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Ghost Town
Unowned
These places can be good places to find resources but, as known locations, are harder to hide and defend.
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The Depths
Unowned
Building a settlement close to hive bottom is a risky proposition. These locations do, however, offer good defence as they are hard to find and attack.
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Critter Farm
Unowned
Benefits: +15 units of Sustenance Costs/Requirements: 5 Sustenance, Critters (Defence) |
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Fungi Farm
Unowned
Benefits: +20 units of Sustenance Costs/Requirements: 20 Power, 10 Salvage |
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Gunk Tank
Unowned
Benefits: +5 units of Power and Sustenance Costs/Requirements: 5 Power, 5 Sustenance, 5 Salvage |
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Isotopic Fuel Rod
Unowned
Benefits: +10 units of Power Costs/Requirements: 15 Sustenance |
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Scrap Market
Unowned
Benefits: +10 units of any Material Costs/Requirements: 5 Power, 5 Salvage, 5 Sustenance, Scrap Mine (Supply) |
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Scrap Mine
Unowned
Benefits: +10 Salvage Costs/Requirements: 10 Power, 5 Sustenance |
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Scrap Reprocessing Plant
Unowned
Benefits: +20 units of Salvage Costs/Requirements: 10 Power, 20 Sustenance, Habs (Building) |
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Water Still
Unowned
Benefits: +10 units of Sustenance Costs/Requirements: 15 Power |
Resources
Manage Resources โResource types are defined but no gangs have joined this campaign yet.
Battles
No battles yet.
Action Log
No actions logged yet.