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Chuckasaurus_Rex / Campaign / Time to Rebuild

Time to Rebuild

Public
Status
Pre-Campaign
Arbitrators
Budget
1000ยข

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

No gangs have been added to this campaign yet.
Building Structures
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)

Bullet Hall
Unowned

Benefits: Add a Hired Gun to their gang free of charge

Costs/Requirements: 15 Sustenance, 10 Salvage, Drinking Hole (Building)

Corpse Yard
Unowned

Benefits: Increase the settlement’s Supply Structure limit by 1

Costs/Requirements: 5 Power, 10 Sustenance, 10 Salvage 

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

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)

Gaol
Unowned

Benefits: +3 to the dice roll to Capture enemy fighters 

Costs/Requirements: 5 Power, 5 Salvage 

Habs
Unowned

Benefits: Increase the settlement’s Building Structure limit by 1

Costs/Requirements: 10 Power, 20 Sustenance, 10 Salvage 

Underhive Shrine
Unowned

Benefits: Always count as having the Home Turf Advantage 

Costs/Requirements: 10 Power, 5 Sustenance, 5 Salvage 

Vault
Unowned

Benefits: Settlement cannot be the subject of a Settlement Raid

Costs/Requirements: 10 Power, 10 Salvage, Walls and Gates (Defence)

Workshop
Unowned

Benefits: Reduce the cost of Defence Structures by 50% (rounding up)

Costs/Requirements: 20 Power, 10 Sustenance, 10 Salvage, Ammo-jack

Defence Structures
Chasm
Unowned

Benefits: 6” wide, 12” long, area of impassable terrain placed by defender 

Costs/Requirements: 30 Salvage 

Critters
Unowned

Benefits: Attacker subject to the Horrors in the Dark special rule

Costs/Requirements: 30 Sustenance, 10 Salvage, Fungi Farm (Supply)

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 

Outpost
Unowned

Benefits: Add 2 or subtract 2 from the dice roll when rolling to determine scenario 

Costs/Requirements: 5 Power, 10 Salvage 

Walls and Gates
Unowned

Benefits: Defender may place walls around their deployment area 

Costs/Requirements: 50 Salvage 

Watchtower
Unowned

Benefits: Defender may place a Watchtower in their deployment area 

Costs/Requirements: 20 Salvage 

Settlement Locations
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.

  • Defence: 4
  • Resources: 4
  • Toxicity: 4
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.

  • Defence: 5
  • Resources: 5
  • Toxicity: 2
Factorum Run Off
Unowned

Factorum run-off sites are rich in resources but also often highly toxic.

  • Defence: 3
  • Resources: 6
  • Toxicity: 3
Ghost Town
Unowned

These places can be good places to find resources but, as known locations, are harder to hide and defend.

  • Defence: 2
  • Resources: 5
  • Toxicity: 5
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.

  • Defence: 6
  • Resources: 3
  • Toxicity: 3
Supply Structures
Critter Farm
Unowned

Benefits: +15 units of Sustenance 

Costs/Requirements: 5 Sustenance, Critters (Defence)

Fungi Farm
Unowned

Benefits: +20 units of Sustenance 

Costs/Requirements: 20 Power, 10 Salvage 

Gunk Tank
Unowned

Benefits: +5 units of Power and Sustenance 

Costs/Requirements: 5 Power, 5 Sustenance, 5 Salvage

Isotopic Fuel Rod
Unowned

Benefits: +10 units of Power

Costs/Requirements: 15 Sustenance 

Scrap Market
Unowned

Benefits: +10 units of any Material 

Costs/Requirements: 5 Power, 5 Salvage, 5 Sustenance, Scrap Mine (Supply)

Scrap Mine
Unowned

Benefits: +10 Salvage 

Costs/Requirements: 10 Power, 5 Sustenance 

Scrap Reprocessing Plant
Unowned

Benefits: +20 units of Salvage 

Costs/Requirements: 10 Power, 20 Sustenance, Habs (Building)

Water Still
Unowned

Benefits: +10 units of Sustenance 

Costs/Requirements: 15 Power

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

Battles

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Action Log

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