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MattiPuh / Campaign / Aegis Reach

Aegis Reach

Public
Status
In Progress
Arbitrators
Budget
1000¢

Tief in den vergessenen Schichten von Hive Primus, verborgen im labyrinthartigen Ashrift, liegt Aegis Reach – ein zerfallender, doch unbeugsamer Überrest alter imperialer Macht. Niemand weiß mehr mit Sicherheit, welchem Zweck das gigantische Shieldarray einst diente. Alte Legenden raunen von einem Außenposten, der über Jahrtausende hinweg überbaut, verschluckt und schließlich vergessen wurde. Heute funktioniert das Schild nur noch sporadisch – und nur wenige Technisch begabte verstehen sich noch darauf, es überhaupt zu aktivieren. Doch die 4 monumentalen Türme dominieren das Zentrum von Aegis Reach, ein Relikt längst vergangener Tage und nach wie vor eine beeindruckende Zurschaustellung Imperialer Macht.

Der offene Platz um das Shield Array ist das pulsierende Herz der Siedlung: Markt, Versammlungsort, Kirchenvorplatz und Exekutionsort zugleich. Südlich des Platzes befindet sich das Sanctum, einst eine prächtige Kathedrale der Eklesiarchie heute ein von den Cawdor und Redemptionist bewohntes und notdürftig instandgehaltenes Gebilde.
Im Westen befindet sich der Guilders-District, jede der großen Gilden hat hier ihr Hauptquartier und ihre Lagerhalle. Auch die wohlhabenderen Menschen leben hier, je näher am Zentrum desto stabiler und hochwertiger sind die Barracken.
Nördlich des Platzes befindet sich ein weiterer Gebäudekomplex der seine besten Tage schon hinter sich hat. Der obere Teil des ehemaligen Administratum Gebäudes ist kaum mehr als eine Ruine, lediglich die unteren Stockwerke bestehen noch aus einigermaßen stabilen Wänden. Hier haben die Enforcers ihr Precinct eingerichter, zentral zwischen den der Plasteel Refinery und dem Guilders-District. 
Strom liefert das Generatorium, das sich östlich des Shield-Arrays befindet. Es handelt sich um einen weitgehend autonomen Komplex, der Aegis Reach mitsamt der Plasteel Refinery und die umliegenden kleineren Siedlungen vom Rest des instabilen Stromnetzes im Sektor unabhängig macht. Sogar das Ash Gate und die dazugehörige Siedlung Rusthaven profitiert noch von dieser Energiequelle.
Im Nordosten ragt die gewaltige Plasteel Refinery empor – ein rostender, halbverlassener Industriekomplex, in dem heute Lagerhallen, Werkstätten, Schmelzen und Corpse-Starch-Anlagen untergebracht sind. In den unteren, nie vollständig kartierten Ebenen leben die ausgestoßenen, die geächteten und die Anhänger dunkler Kulte. Niemand weiß, wie weit die Tunnel bis in den Underhive reichen und welche Gefahren in ihren Tiefen lauern. Ihre bekannten Eingänge werden durch die Enforcers streng bewacht, denn niemand will erleben was geschieht, wenn die Dunkelheit aus den Tunneln aufsteigt.

Zwischen den dominanten Strukturen Aegis Reachs erstrecken sich die endlosen Baracken und Slums des Hive Tenement, jeder freie Fleck wird genutzt. Wie ein urbaner Pilz aus zusammengeflicktem Schrott und rostigem Stahl, der sich nicht nur über den Boden ausbreitet, sondern auch die Mauern größerer Gebäude und sogar die innere Kuppel emporklettert.

Im Westen türmen sich die Domefall Scrap Wastes, das Überbleibsel eines einsturzes der oberen Hive Level, das einen gewaltigen Teil des Tenements unter sich begrub. Jahrzehntelange harte Arbeit und gewagte Bergungen haben Teile des Gebiets wieder nutzbar gemacht. Heute sind die Scrap Wastes eine wichtige Quelle für Rohstoffe und mysteriöse Artefakte, die in den tiefen Schichten des eingestürzten Domes schlummern.

Aegis Reach ist Zuflucht und Brennpunkt zugleich. Ein Ort, an dem das Imperium gerade noch spürbar ist – ein Ort, an dem Gangs, Glauben, Gier und Gewalt um die Vorherrschaft kämpfen. Die Zukunft dieses Hives liegt im Schatten vergangener Größe – und nur wer bereit ist, seine Ketten zu sprengen, wird hier überleben.

Gangs

Starting Terretories
Nomads Outpost

Income: The gang earns 2D6x10 credits when collecting income.

Precinct
Settlement

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.

 

Settlement

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.

 

Settlement

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.

 

Settlement
Held by Clan of Angrox

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.

 

Settlement
Held by Nexus Nine

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.

 

Spyrer Hunting Camp
Territories
Collapsed Dome
Held by Clan of Angrox

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 suffers a Lasting Injury.

 

Corpse Farm
Held by Clan of Angrox

Boon

    Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.

Enhanced Boons

    Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
    Income: When collecting income, the gang gains 2D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.

 

Drinking Hole
Held by Clan of Angrox

Boons

    Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
    Special: Whilst it controls this Territory, any fighter in the gang may re-roll any failed Cool checks. If a fighter uses this option, place a marker on their card to show that they have hit the bottle. The marked fighters suffer a -1 to hit penalty for the rest of the battle.

Enhanced Boons

    Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
    Special: A Delaque gang may not use the standard Boon. Instead, the player of the Delaque gang that controls this Territory may nominate three enemy fighters at the start of the battle, and places an Intoxicated marker on each fight to show that their drink was spiked. The marked fighters suffer -1 to all tests and checks for the duration of the battle.

 

Fighting Pit

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

    Reputation: Whilst it controls this Territory, the gang adds +2 to Its Reputation.

 

Generatorium

Boon

    Special: If their gang controls this Territory, a player may choose to stall the generators, temporarily cutting the power to the area in which a battle is taking place and plunging it into darkness. The player may declare they will do this at the beginning of any Priority phase, before the roll for Priority. For the remainder of the battle, the Pitch Black rules (see page 155) are in effect. However, at the start of each End phase, there is a chance that the generators will automatically restart and the light flood back. At the start of each End phase, before making any Bottle tests, the player that controls this Territory rolls a D6. If the result is a 5 or more, the generators restart and the Pitch Black rules immediately cease to be in effect. If the roll is a 1-4, the generators stay silent.

Enhanced Boon

    Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

 

Mine Workings

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, roll an additional D6 to generate income. If the Territory changes control, all of the Captives remain working the mine. A Captive sent to the mines may not subsequently be Sold to Guild. While a Captive is working in the mine, the gang may attempt a Rescue Mission at any time.

Enhanced Boon

    Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

 

Narco Den

Boon

    Income: The gang earns D6x5 credits from this Territory when collecting income.

Enhanced Boons

    Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
    Income: The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Synth Still, this is increased to D6x10.

 

Needle Ways
Held by Nexus Nine

Boon

    Special: Whilst it controls this Territory, the gang may infiltrate up to three fighters onto the battlefield ahead of any battle. Infiltrating fighters must be part of the crew for a battle, but instead of being set up on the battlefield, they are placed to one side. At the end of the first round, the controlling player nominates any spot on the ground surface of the battlefield and sets up each infiltrating fighter within 2’’ of that spot.

Enhanced Boon

    Special: A Delaque gang that controls this Territory may infiltrate two groups of up to three fighters using the method detailed above. The fighters in each group must be specified before the battle.

Old Ruins

Boon

    Income: The gang earns 2D6x5 credits from this Territory when collecting income.

Enhanced Boons

    Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
    Income: The gang earns 4D6x5 credits from this Territory when collecting income.

 

Old Ruins

Boon

    Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the dice roll for each Dome Runner attached to the gang.

 

Old Ruins

Boon

    Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the dice roll for each Dome Runner attached to the gang.

Old Ruins
Held by Nexus Nine

Boon

    Recruit: The gang may recruit a Rogue Doc Hanger-on for free.

 

Promethium Cache
Held by Nexus Nine

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 checks for any weapon that has the Blaze trait.

 

Refuse Drift

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.

Enhanced 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.

Settlement

Boons

  1. Income: The gang earns D6x10 credits from this Territory when collecting income.
  2. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
  3. 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.
Slag Furnance

Boon

    Income: The gang-earns D6x5 credits from this Territory when collecting income.

Enhanced Boon

    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.

 

Sludge Sea

 Boon
        Equipment: Whilst it controls this Territory, three fighters in the gang gain choke gas grenades for free.
    Commentary
        It’s like the promethium cache, but slightly worse. Still not bad though, as choke grenades can wreck champions and leaders. Stick with juves and gangers for the recipients, though.

 

Smelting Works

Boon

    Income: the gang earns D6x5 credits from this Territory when Collecting income.

Enhanced Boon

    Income: The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Slag Furnace, this is increased to D6x10 credits.

 

Stinger Mould Sprawl

Boon

    Special: During the post-battle sequence, the gang controlling this Territory may re-roll a Single Lasting Injury roll on a fighter. Note that a Memorable Death result may not be re-rolled.

Enhanced Boons

    Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
    Special: An Escher gang may either (1) remove a single existing Lasting Injury from a fighter, or (2) re-roll a single Lasting Injury roll on a fighter, including a Memorable Death result.

 

Tech Bazaar

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 item from the Rare Trade chart with a Rare value equal to the result of 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 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.

 

Toll Crossing

Boon

    Income: The gang earns D6x5 credits from this Territory when collecting income.

Enhanced Boon

    Special: Whilst it controls this Territory, an Orlock gang has Priority in the first round of any battle. Any gang in the campaign may pay the Orlock gang 20 credits to gain the same benefit in a single battle against another gang.

 

Tunnels

Boon

    Special: Whist 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 a 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 entrances. If the battle ends before the fighters arrive, they take no part in the battle.

Enhanced Boons

    Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
    Special: An Orlock 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.

 

Wastes

Boon

    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 check for the gang Leader. If the check is passed, the player of the gang may choose to play the Ambush scenario instead of rolling. They are automatically the attacker.

 

Workshop


    Boon
        Recruit: The gang may recruit an Ammo-jack Hanger-on for free.
    Commentary
        Ammo-Jacks are great! Their ability to let your whole gang re-roll 1’s on ammo checks is awesome. Combine that with the fact that you WANT your ammo-jack to be on the table for you makes this a prime target early in the campaign. Note that this hanger-on is still counted towards the number of hangers-on and brutes a gang can employ.

 

Battles

Action Log

MattiPuhSCHÄDELSTAMPFER
3 months, 1 week ago

Rheumhard returned from Clan of Angrox

Outcome: Rating +155¢
3 months, 1 week ago

Jax Boltcutter returned from The Spyre Rangers

Outcome: Rating +170¢
Nezz0rRiders of the Storm
3 months, 1 week ago

Jarru spent 6 XP to advance

Outcome: Improved Ballistic Skill
Nezz0rRiders of the Storm
3 months, 1 week ago

Orvak the Silent spent 6 XP to advance

Outcome: Improved Ballistic Skill
Nezz0rRiders of the Storm
3 months, 1 week ago

Varkhul the Dustfang spent 6 XP to advance

Outcome: Improved Weapon Skill
View all 576 actions →

Captured Fighters

View all →
Fighter Original Gang Captured By Status
Veyl the Twin Serpent Sha’dar Hunter Riders of the Storm Kult of Fast Food Sold