When a sump-quake shattered ancient bulkheads beneath Hive Primus, it exposed a long-lost district designated by the Administratum as Sector 937-L, Reclamation Zone or to the locals, simply as the Rustspire.
The Imperium calls it Sector 937-L, Reclamation Zone. To the gangs of the underhive, it’s just the Rustspire. Once part of a thriving hive district, the sector was sealed off generations ago after catastrophic collapses brought down its domes and poisoned its air. For decades, the Rustspire was entombed—its people lost, its industries silent, its wealth buried beneath rockcrete and ash.
Now, a series of violent sump-quakes has torn open the old bulkheads, spilling the Rustspire back into the underhive. The Guilders have moved quickly to stake their claim, declaring the region open for “enterprising reclamation.” Official edicts speak of industry, reconstruction, and duty to the hive—but everyone knows what it really means: new turf for gangs to carve up in blood.
The Rustspire is rich with opportunity. Settlements cling stubbornly to life in cracked hab-stacks, waiting for new masters to extract tribute. Old water stills and purification plants flicker back to life, providing control of the most precious resource of all. Workshops, long silent, are awakening to the spark of scavenged generators, offering a steady stream of weapons, tech, and creds to those who seize them.
But no dome remains uncontested. Gangs swarm into the Rustspire, raiding, fortifying, and drawing bloody borders in the dust. Alliances rise and fall within days, as betrayal is as common as hunger. The Guilders fan the flames, backing those who might consolidate power while quietly whispering of vaults and relics deeper within the collapsed sectors—treasures sealed away when the Rustspire first fell.
The longer the fighting drags on, the stranger the rumors grow: shadows moving in the forgotten transit tunnels, scavvies prowling beneath the rubble, and ancient machinery stirring with a life of its own. Few believe the stories—but fewer still are willing to risk ignoring them.
In the end, the Rustspire will belong to those strong enough to hold it. Every still, every settlement, every stretch of broken ferrocrete must be claimed in blood. The gangs who rise will forge empires in the depths; those who fall will be forgotten, just like the Rustspire once was.
Gangs
Assets
Manage Assets →|
Bone Shrine
Unowned
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. Territory BoonThis Territory grants the following Boon: Income: The gang earns 2D6x5 credits from this Territory when collecting income. |
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Collapsed Dome
Unowned
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.
Territory BoonThis Territory grants the following Boon: Income: When collecting income from this Territory, the controlling player may choose to roll between 2D6x10 and 6D6x10. However, if a double is rolled, then no income is generated and a random fighter from the gang rolls on the Lasting Injury table. |
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Delaque Settlement
Held by Diamond Wyrms
Settlements dot the underhive. Most are scrapshanties, 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. Territory BoonThis Territory grants the following Boons: Income: The gang earns D6x10 credits from this Territory when collecting income. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free. |
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Narco Den
Unowned
Narco dens are filled with the scent of exotic smoke, and the bubble and hiss of fume-bottles and cheminjectors. Rich and poor alike come to such places to chase dreams and forget nightmares. Territory BoonThis Territory grants the following Boon: Income: The gang earns D6x5 credits from this Territory when collecting income. |
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Needle Ways (Delaque)
Held by Diamond Wyrms
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. Territory BoonThis Territory grants the following Boon: Special: Whilst it controls this Territory, the gang may select up to three fighters – these fighters gain the Infiltrate skill. Enhanced BoonThis Territory grants Delaque gangs the following Boon: Special: The gang that controls this Territory may select up to six fighters to gain the Infiltrate skill. |
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Orlock Settlement
Held by Guns of Freedom
Settlements dot the underhive. Most are scrapshanties, 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. Territory BoonThis Territory grants the following Boons: Income: The gang earns D6x10 credits from this Territory when collecting income. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free. |
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Precint
Fortress, gaol and place of execution, a Palanite precinct-fortress is the authority of Lord Helmawr, stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see. Territory BoonThis Territory grants the following Boons: Income: The gang earns D6x10 credits from this Territory when collecting income. Reputation: While they control this Territory, the gang gains +1 Reputation. Recruit: If this gang deleted at least one fighter from their Gang Roster this postbattle sequence, they may add a single Palanite Enforcer Rookie to their gang for free. |
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Rogue Doc Shop
Held by Diamond Wyrms
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. Territory BoonThis Territory grants the following Boon: Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income. Recruit: If the gang is a Law-abiding gang, they may recruit a Rogue Doc Hanger-on for free. |
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Settlement
Settlements dot the underhive. Most are scrapshanties, 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.
Territory BoonThis Territory grants the following Boons: Income: The gang earns D6x10 credits from this Territory when collecting income. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free. |
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Smelting Works
Unowned
Crags and seams of valuable slag can be found across the underhive, mute markers to the ancient industries that grew the Spire. Territory BoonThis Territory grants the following Boon: Income: The gang earns D6x5 credits from this Territory when collecting income. |
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Tech Bazaar
Held by Guns of Freedom
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. Territory BoonThis Territory grants the following Boons: Income: The gang earns D6x10 credits from this Territory when collecting income. Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6. The gang may immediately choose one Rare (X) item from the Trading Post where X is less than or equal to the dice roll and add it to their Stash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common weapon or piece of equipment to add to the gang's Stash for half of its usual value, rounded down. If the roll is 3 or lower, then the fighter proves to be very poor at haggling and no equipment is gained. If the fighter selected has Exotic Furs, add +1 to the result of the 2D6 dice roll. Enhanced BoonThis Territory grants Van Saar gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10. |
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Tunnels
Unowned
Territory BoonThis Territory grants the following Boon: Special: Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase, the player sets up two 2" wide tunnel entrance markers on any table edge on the ground surface of the battlefield. During the Priority phase of each turn, roll a D6. On a 4+, the group of fighters arrive on the battlefield. That turn they may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The members of the group must all arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle. Enhanced BoonThis Territory grants Orlock gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Special: The gang may choose to deploy up to six fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle. |
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Wastes
Unowned
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. Territory BoonThis Territory grants the following Boons: Special: If challenged in the Occupation phase, the gang may choose the Territory at stake in the battle, even though it would normally be chosen by the challenger. If challenged in the Takeover phase for a Territory the gang already controls, make an Intelligence test for the gang Leader. If the test is passed, the player of the gang may choose to play the Ambush scenario instead of rolling. They are automatically the attacker |
Resources
Manage Resources →| Gang | Reputation |
|---|---|
| Diamond Wyrms | 0 |
| Guns of Freedom | 0 |
| Precinct 937-L, Division Vigilant | 0 |
Battles
Action Log
Kassius spent 6 XP to advance
Outcome: Improved Ballistic SkillTerritory Transfer: Rogue Doc Shop transferred from no one to Diamond Wyrms
Added 20¢: Rogue doc terrain
Outcome: +20¢ (to 55¢)Added 30¢: 20 for settlement + 10 for undefiled relics
Outcome: +30¢ (to 35¢)Added 1 XP for Nektar - Playing
Outcome: Current: 1 XP, Total: 1 XPCaptured Fighters
View all →No fighters have been captured yet.