Cog-Port: Cog-League - 2026
Cog-League is designed as a rolling campaign without end, allowing gangs and players to drop in and out, while still enjoying the unique narrative aspect of Necromunda. It sits alongside the Necromunda campaigns run at the LWG club in 7 Dials.

From man-eating plants to man-eating zombies, from man-eating ash storms to man-eating men, the denizens of Cog-Port have seen it all and often been eaten by it.
Cog-Port sits on the eastern shore of the Worldsump Ocean, connected to Hive Primus and other hives by the Great Ash Road and its tributaries. It once contained all the industries, hab-sectors, and support processes of its larger cousins across the surface of the planet, but the top of its spire never grew high enough to penetrate Necromunda’s permanent cloud cover and, since it’s (literal) fall, likely never will.
For generations the dominant sounds of Cog-Port have been the rust-whispers of machinery decaying in the twisting wind; the strongest scents stale death and whatever fresh decay the tide leaves amid the piles of failing piers. The reasons for its fall were many. For one, the cost for traders and their captains as one ship and shipment after another were lost to the sump or the ash without explanation and salvage became unsustainable. For another, disease of unknown provenance but terribly visible results ravaged the flesh of captain, helot, and slave alike. But the final blow was what some called ‘the perfect storm.’ In truth, the storm lacked one element -sound. For the first time in living memory, the world around Cog-Port fell silent. As the storm approached over the sump sea Cog-Port’s people and technology fell silent, machines sputtered and died as their masters stared mutely at the pulsing black clouds. Even the howling ceased.
No records remain of what the breaking of the storm was like. When it at last cleared and outsiders were able to reach Cog-Port, they first passed through fields of the dead, those who had attempted to flee the port for the ash wastes and fallen. Once inside, they found the port and hab-blocks scoured of human life, the port’s skeleton the run of rats, ripperjacks, milliasaurs, and other vermin identifiable only by the glitter of their eyes. The port’s outer areas have since been colonised by nomads, scavvies, and others fleeing life in the major hives, but the machinery, piers, and docks of the main industrial areas were never restarted… until now.
Lord Helmawr, backed by the Mercator guilds, wishes to see Necromunda’s surface trade routes reopened. So, it is into this terminal that the Commercial Committee of Cog-Port orders House gangs and other prospectors. But as Cog-Port reawakens, so too do it’s memories and mysteries. Beyond the port’s trade and commerce infrastructure, who knows what mysteries drift in the blackened and abandoned hulks and freighters or lie abandoned in the upstart-palaces of merchants, pirates, and explorators. Who knows how those brave, hardy, and outcast souls who made Cog-Port a home will react to these newcomers. And who knows if the howling, silent since the storm, will return.

📝 House Rules Document
Gangs
Assets
Manage Assets →No asset types defined yet.
Resources
Manage Resources →| Gang | Reputation | Salvage |
|---|---|---|
| Dirty Jacks | 0 | 0 |
| Les Mille Fils de Carcosa | 0 | 0 |
Battle Reports
No battles reported yet.
Captured Fighters
View all →No fighters have been captured yet.
Action Log
Rolling to determine my Conduit. 1-2 Leader, 3-4 Stimmer, 5-6 Champion.
Rolled 1D6: 1 = 1 Outcome: Leader becomes my Conduit for the Saint.Reduced 5¢: Rebalancing post error at start
Outcome: -5¢ (to 0¢, all time: 0¢)Campaign Started: Cog-League - 2026 is now in progress
Outcome: 1 gang(s) joined the campaignCampaign starting budget: Received 5¢ (1000¢ budget - 995¢ gang rating)
Outcome: +5¢ (to 5¢)