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Badzone Delta

Public
Status
In Progress
Arbitrators
Budget
1250¢

Welcome, scummers! Badzone Delta is a hellhole forgotten by the rest of Necromunda. There are no huge markets, house support is nonexistent, and even power, food, and water down here are scarce enough to always be a concern. Gangs in Badzone Delta aren’t here for fun: They’ve been outlawed, exiled, or are in search of rare and buried treasures to earn their way back into “regular” Necromundan life. But they all find the same thing - that survival in Badzone Delta isn’t guaranteed, and indeed, isn’t even easy.

Gangs

Territories
Abandoned Rendering Plant
Held by Precinct 49-ER

Income - d3x10 credits
Special Rules - This territory must be
worked for income. If the controlling gang
has a friendly fighter die as a result of a
61-66 roll on the Lasting Injury table, or
decides to execute a captured enemy
fighter, then they may fire up the rendering
plant. As a result of being so well-fed, for
the next battle after they’ve used this
territory, the controlling gang’s fighters may
ignore the first Flesh Wound they receive

Ancient Ruins

Income - 15 credits

Archaeobazaar

Income - 1d6x10 credits
Special Rules - This territory must be
worked for income. The fighter working this
terrain is considered to have the Savvy
Trader skill

Corpse Farm

Income - Each time a fighter is removed
from the controlling gang’s roster at the end
of a battle, they earn d3x10 credits.

Drinking Hole

Income - 1d6x10 credits
Special Rules - This territory must be
worked for income. The fighter working this
territory starts each battle with d3
Intoxicated markers (see the rules for Wild
Snake).

Fortune Teller
Held by CIG Campaign

Income - d3x10 credits
Special Rules - This territory must be
worked for income. Roll a d6: On a 2-6,
after deployment but before the first turn of
the gang’s next battle, the fighter working
this territory may be redeployed following
the normal deployment rules. On a 1, the
fighter receives disturbing news and refuses
to take part in the gang’s next battle.

Ghast Grove

Income - 15 credits
Special Rules - This territory must be
worked for income. The fighter working this
terrain is considered to be equipped with
one dose of Ghast

Habs Block
Held by CIG Campaign

Income - 1d6x5 credits
Special Rules - This territory must be worked for
income. When rolling for income, if a 6 is rolled, the
controlling gang may add a Juve to their gang
roster. Equipment must be supplied by the
controlling gang.

Local Chapel

Income - 10 credits
Special Rules - This territory must be
worked for income. When working this
territory, the fighter may “dip in” to the alms
box to add 2d3 credits. However, the local
populace don’t like this much and may take
out their frustration on the fighter. If both
dice are 1s, roll on the Lasting Injury for this
fighter and count all results of 11-26 as 31-
45.

Local Chapel
Held by The Squat Squad

Income - 10 credits
Special Rules - This territory must be
worked for income. When working this
territory, the fighter may “dip in” to the alms
box to add 2d3 credits. However, the local
populace don’t like this much and may take
out their frustration on the fighter. If both
dice are 1s, roll on the Lasting Injury for this
fighter and count all results of 11-26 as 31-
45.

Machine Shop
Held by Precinct 49-ER

Income - 2d3x5 credits
Special Rules - This territory must be
worked for income. If the fighter working this
territory has an Intelligence of 6+ or better,
they’re able to make ammo for their gang.
The controlling gang automatically passes
the first Ammo Check they’re required to
take each battle

Narco Den
Held by The Squat Squad

Income - 2d6x5 credits
Special Rules - This territory must be
worked for income. While working this
Territory, the fighter may ignore the effects
of any Lasting Injuries. However, there is a
risk of the fighter getting hooked on their
gang’s own stash. Mark down how many
times each fighter has worked this terrain on
their fighter cards. When rolling for income,
if the result of either dice is lower than the
number of times marked on the fighter’s
card, the fighter has become hooked and
must spend some time detoxing. Place this
fighter in Recovery.

Refuse Heap

Income - 1d6x10 credits
Special Rules - This territory must be
worked for income. If a 1 is rolled when
rolling the dice to determine this territory’s
Income, place the fighter working this
territory in Recovery.

Slime Farm

Income - 30 credits
Special Rules - This territory must be
worked for income. The fighter working this
territory is considered to be equipped with
Gas Grenades.

Slop House
Held by Squattie

Income - 15 credits
Special Rules - This territory must be
worked for income. While this territory is
worked, the gang is considered to have
hired a Slopper.

Soup Kitchen

Income - 10 credits
Special Rules - This territory must be
worked for income. The controlling gang
may add a free Hive Scum to their crew
before each battle. (The Hive Scum’s
equipment is free too).

Whispertrade
Held by Squattie

Income - 20 credits
Special Rules - This territory must be
worked for income. The fighter works to
spread rumours about opposing gangs - roll
an Intelligence check for the fighter. If it
succeeds, then for the next battle the
controlling gang takes part in, the opposing
Leader must subtract 1 from their
Leadership or Cool checks.

Battles

Action Log

PeTongSquattie
3 weeks, 6 days ago

Paul spent 5 XP to advance

Outcome: Gained Nerves of Steel skill
PeTongSquattie
3 weeks, 6 days ago

Kevin spent 7 XP to advance

Outcome: Gained Connected skill
PeTongSquattie
3 weeks, 6 days ago

Mary spent 5 XP to advance

Outcome: Gained Trick Shot skill
PeTongSquattie
3 weeks, 6 days ago

Dan spent 7 XP to advance

Outcome: Gained Overwatch skill
PeTongSquattie
4 weeks ago

Injury: R.A.T.T. suffered Out Cold

Outcome: R.A.T.T. was put into Active
View all 191 actions →

Captured Fighters

View all →

No fighters have been captured yet.