HOUSE RULES
The following house rules are in effect.
LASTING INJURIES
Going Into Recovery
Some results will cause a fighter to go into Recovery. During Campaign play, this means that the fighter will be late to join their gang’s next battle, as they are recovering from their injuries.
The fighter’s In Recovery box on the gang roster is checked, and the fighter must miss both the post battle sequence of the current battle and the deployment phase of their gang’s next battle. This means that a fighter with the Gang Hierarchy (X) special rule that has gone into Recovery may not perform post-battle actions at this time.
During the gang's next battle, at the end of the End phase, roll a D6. On a 6+ one randomly selected model that is in Recovery will arrive on the battlefield. Use the standard Reinforcements rule to deploy them.
The roll improves by 1 every turn, so on turn 2 a 5+ is required, on turn 3 a 4+, etc.
ADVANCEMENTS
At the end of a battle, during the post-battle sequence, each player has the chance to purchase Advancements for any of their models by spending some or all of the XP that model has accrued. The XP cost of these Advancements is shown on the following tables. The model’s card is updated accordingly with the Advancement taken, the model’s XP is reduced by the amount spent to purchase the Advancement, the model’s total number of Advancements is increased by one (on the gang roster) and the model’s Cost is adjusted by the amount of credits shown, which will in turn increase the Gang Rating.
The more experienced a model is, the more certain Advancements cost to purchase in terms of XP. The cost of each characteristic Advancement for the same characteristic taken is increased by 2 XP for each instance after the first. For example, a Champion may increase their Initiative by 1 for 5 XP, but to increase it by 1 a second time will cost them 7 XP. Juves and Prospects however are particularly fast learners, and as a result they suffer no such penalty on characteristic increases; they may increase a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.
Models must alternate advancements that increase a characteristic with ones that grant a skill.
| Cost | Advancement (Leaders, Champions, Crews, Prospects, Juves and Specialists) | Cost Increase |
| 3 XP | Improve the fighter's Willpower or Intelligence characteristic by 1. | +5 credits |
| 4 XP | Improve the fighter's Leadership or Cool characteristic by 1. | +10 credits |
| 5 XP | Improve the fighter’s Initiative characteristic by 1. | +10 credits |
| 5 XP | Add 1" to the fighter’s Movement characteristic. | +10 credits |
| 6 XP | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits |
| 6 XP | The fighter gains a skill of your choice from one of their Primary Skill Sets. | +20 credits |
| 8 XP | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits |
| 9 XP | The fighter gains a skill of your choice from one of their Secondary Skill Sets. | +35 credits |
| 12 XP | Increase the fighter’s Wounds or Attacks characteristic by 1. | +45 credits |
| 12 XP | Specialists only: Promote the fighter to a Champion. They gain a random skill from one of their Primary Skill Sets. | +40 credits |
Gangers
Whilst Leaders, Champions, Prospects, Juves and Specialists are central to a gang’s narrative, Gangers are its ‘supporting cast’. As such, they spend Experience and gain Advancements in a simplified manner.
If during the post-battle sequence a Ganger has 6 XP or more, the controlling player must roll 2D6 on the table below, and then update the Ganger’s Fighter card and their Cost accordingly, before finally reducing their XP by 6.
| 2D6 | Advancement (Gangers, not including Specialists) | Cost Increase |
| 2 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits |
| 3-4 | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits |
| 5-6 | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits |
| 7 | Either add 1" to the fighter’s Movement characteristic, or increase their Initiative characteristic by 1. | +10 credits |
| 8-9 | Improve the fighter’s Willpower or Intelligence characteristic by 1. | +5 credits |
| 10-11 | Improve the fighter’s Leadership or Cool characteristic by 1. | +10 credits |
| 12 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits |
Specialists: Two of the results on the table above allow a Ganger to become a Specialist. They are still a Ganger, but from now on gain all the benefits of being a Specialist, as described in their entry in their Gang list.
SCENARIO SELECTION
Use the following table to generate the scenario to play.
| 2D6 | Result | Scenario Options |
| 2-5 | That's My Turf! | Takeover / Border Dispute / Sneak Attack |
| 6-7 | Territory | Toll Bridge / Escape the Pit / Escape the Badzone |
| 8-9 | Death Match | Stand-off / The Trap / Ambush |
| 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend |
Gangs
Assets
Manage Assets →|
Archaeotech Device (Van Saar)
Held by The Rabid Dog Hounds
These are relics from a long lost age, when the hive had not yet grown to the sky. They possess strange capabilities, wondrous power and danger in equal measure. Territory Boon This Territory grants the following Boon: Special: A single weapon owned by the gang may be given one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. This weapon also gains the Unstable Trait. If the Territory is lost, the weapon loses these additional Traits. Enhanced Boon This Territory grants Van Saar gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation. Special: The gang may give two weapons it owns one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Trait. These weapons also gain the Unstable trait. If the Territory is lost, the weapons lose these additional Traits. |
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Fighting Pit (Goliath)
Held by The Rabid Dog Hounds
Violence is life, death, and entertainment in the underhive, and some of the most feared fighters are made on the cinder floors of fighting pits under the eyes of baying crowds. Territory Boon This Territory grants the following Boon: Recruit: Whilst it controls this Territory, the gang may recruit two Hive Scum Hired Guns for free, including their equipment, prior to every battle. Enhanced Boon This Territory grants Goliath gangs the following Boon: Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation. |
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Mine Workings (Orlock)
Held by Miner Threat
An open cast mine bored into a mineral mass can yield a fortune in carbonite gems, cognate ore, argent and emeralds, all waiting to be ripped from the ground. Territory Boon This Territory grants the following Boon: Income: The gang earns D6x10 credits from this Territory when collecting income. The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captive working the mine, generate an additional D6x10 credits. If the Territory changes control, all of the Captives remain working the mine and can be ransomed back to their original owners if the Territory’s new owner wishes. A Captive sent to the mines may not subsequently be Sold to the Guild. While a Captive is working the mine, their gang may attempt a Rescue Mission at any time. Enhanced Boon This Territory grants Orlock gangs the following Boon: Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation. |
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Narco Den (Escher)
Held by The Rabid Dog Hounds
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 Boon This Territory grants the following Boon: Income: The gang earns D6x5 credits from this Territory when collecting income. Enhanced Boon This Territory grants Escher gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Income: The gang earns 2D6x5 credits from this Territory when collecting income. If the gang also controls a Synth Still, this is increased to 2D6x10. |
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Old Ruins
Held by The Mad Shaft Boys
A complex of old ruins stands tall on the tangled landscape of the underhive or out in the wastes. Beneath the ashes and rubble, the tattered treasures of past ages wait. Territory Boon This Territory grants the following Boon: Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the D3 result for each Dome Runner attached to the gang. |
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Promethium Cache
Held by Miner Threat
Stacks of fuel drums and tanks fill this half-forgotten stash, enough to keep a factory running, or burn half of the Sump down if a stray spark catches it. This Territory grants the following Boons: Equipment: Whilst it controls this Territory, three fighters in the gang gain incendiary charges for free. Special: All fighters in the gang may re-roll Ammo tests for any weapon that has the Blaze trait. |
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Refuse Drift (Cawdor)
Held by Miner Threat
Vast agglomerations of refuse gather in areas of the underhive in drifts that shift like dunes in a desert. This Territory grants the following Boon: Income: The gang earns 2D6x5 credits from this Territory when collecting income. However, if a double is rolled, a randomly determined fighter has a nasty encounter with a waste-lurker and must miss the next battle whilst they recover. No income is lost. This Territory grants Cawdor gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Income: The gang earns 2D6x5 credits from this Territory when collecting income. A Cawdor gang has no risk of encountering a nasty waste-lurker. |
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Settlement (Special)
Unowned
All gangs posses a Settlement and it cannot be lost. 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 Boon This 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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Slag Furnace (Goliath)
Held by The Mad Shaft Boys
Glowing with heat and spattered with molten metal, a slag furnace smelts slag and ore so that the metals they contain can be poured off. Territory Boon This Territory grants the following Boon: Income: The gang earns D6x5 credits from this Territory when collecting income. Enhanced Boon This Territory grants Goliath gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +2 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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Sludge Sea
Held by Miner Threat
Effluent and polluted water drains down through the hive to catch in brown pools, forming lakes of fuming, iridescent sludge. This Territory grants the following Boon: Equipment: Whilst it controls this Territory, three fighters in the gang gain choke gas grenades for free. |
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Smelting Works (Goliath)
Held by The Arc-Net Flashers MKII
Crags and seams of valuable slag can be found across the underhive, mute markers to the ancient industries that grew the Spire. This Territory grants the following Boon: Income: The gang earns D6x5 credits from this Territory when collecting income. This Territory grants Goliath gangs the following Boon: Income: The gang earns 2D6x5 credits from this Territory when collecting income. If the gang also controls a Slag Furnace, this is increased to 2D6x10 credits. |
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Toll Crossing (Orlock)
Held by The Arc-Net Flashers MKII
The fastest ways through the underhive often cross chasms, sludge rivers or pass through bottlenecks. Gangs often set up tolls at such points, extracting credits from those who wish to pass swiftly and safely on their way. Territory Boon This Territory grants the following Boon: Income: The gang earns D6x5 credits from this Territory when collecting income. Enhanced Boon This Territory grants Orlock gangs the following Boon: Special: Whilst it controls this Territory, the gang has Priority in the first round of any battle. Any gang in the campaign may pay the gang 20 credits to gain the same benefit in a single battle against another gang. |
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Workshop
Held by The Mad Shaft Boys
Workshops in both the underhive and out in the wastes tend to be a combination of different scrap yards, festooned with belts of ammo and strewn with the carcasses of machines. The denizens of such places are often strange recluses, who mutter to their machines and create disturbing totems out of their rusting treasure. This 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 an Ammo-jack Hanger-on for free. |
Resources
Manage Resources →| Gang | Reputation |
|---|---|
| Miner Threat | 6 |
| The Arc-Net Flashers MKII | 5 |
| The Mad Shaft Boys | 4 |
| The Rabid Dog Hounds | 4 |
Battles
Escape the Badzone • Dec 30, 2025
The Arc-Net Flashers MKII , The Rabid Dog Hounds
Rescue • Dec 30, 2025
Miner Threat , The Mad Shaft Boys
Escape the Pit • Oct 04, 2025
Miner Threat , The Mad Shaft Boys
Escape the Pit • Oct 04, 2025
The Arc-Net Flashers MKII , The Rabid Dog Hounds
Action Log
Added 1 XP for Techmite Autoveyor (CJ)
Outcome: Current: 1 XP, Total: 1 XPAdded 1 XP for Chudd Valdarsson Jr
Outcome: Current: 4 XP, Total: 16 XPAdded 1 XP for Chudd Valdarsson Jr
Outcome: Current: 3 XP, Total: 15 XPAdded 1 XP for Bax Valdarsson
Outcome: Current: 4 XP, Total: 4 XPAdded 8 XP for Stent Borek
Outcome: Current: 8 XP, Total: 8 XPCaptured Fighters
View all →No fighters have been captured yet.