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Scophthalmus / Campaign / Long Days of Mortis

Long Days of Mortis

Public
Status
Post-Campaign
Budget
1000¢
Content Packs

A thematic, one-weekender campaign set in Hive Mortis during the outbreak events that brought ruin to the hive.

In the upper levels of the hive, where corridors were wide and the air never smelled of anything at all, minor inconveniences accumulated. Retainers reported fatigue. Clerks requested extra rest cycles. Medicae logs showed elevated temperatures and unusual tissue response to injury. Nothing alarming, nothing actionable.

In the mid-habs, a dock clerk collapsed at his post after a long shift processing priority cargo. He was helped to his feet by three others, each of them complaining later of chills they could not shake. By the end of the week, all four were back at work. None of them felt quite right. Productivity rose as normal.

Manufactorum foremen noted fewer sick days, even as coughing spread through the lines. Wounds closed too fast. Bruises darkened oddly. Workers leaned on one another more, sharing tools, grips slick with sweat and oil.

Below, in the corpse-stacks, reclamation crews noticed that bodies were… firm. Rigor did not pass as expected. Limbs resisted being repositioned. One crewman joked that the dead were refusing to let go. He stopped joking after his hands began to ache.

Gangs fought, as gangs always did. Blades bit deep. Autoguns barked. But the wounded kept moving. Fighters dragged one another from the dust, hands locked tight, blood smeared across armor and skin. Some victories felt wrong: too easy, too enduring.

Administratum tallies began to slip. Injury reports rose. Fatalities did not keep pace. Survivors returned to duty altered; slower, heavier, more deliberate. Medicae servitors flagged inconsistencies and were recalibrated to stop flagging them. No quarantine orders were issued.

The hive was functioning. More than functioning. It was holding together in ways it should not have been able to.

A junior scribe, reviewing incident maps, noticed clusters that spread along social lines rather than corridors. He began to mark them by hand. The pattern resembled a web of favors, debts, and casual touch. And in its center, the leading class. His supervisor told him to erase it. The scribe vanished the next day.

Across the hive, people slept poorly. Muscles stiffened. Fevers burned low and steady. And in the quiet moments before shift-bells, many felt the same thought settle in their minds—unwelcome, yet comforting: Don’t rest. Keep going.

By the time anyone thought to ask why, the question no longer mattered. The Long Days of Mortis had begun.

INFECTED (X) CONDITION

Caused by: A fighter was too close to an Infected fighter or a Plague Zombie or received damage from a weapon with the Infectious trait. Scenario or Campaign rules also might instruct fighters to become Infected.

Effect: The Infected condition has several levels with the effects as stated below. All effects are cumulative unless noted otherwise. Nominally each fighter with the Infected condition increases its Infection level by 1…

  1. …during each post-battle sequence or…
  2. … if they are instructed to gain the Infected condition again.
Level Stat Change Special Rules
0 None. None.
1

Movement -1”

Initiative -1

Delayed Pain Reception: When the fighter is taken Out of Action and they don’t roll the Critical Injury or Memorable Death result (61-66), they remain on the battlefield until the Recovery phase of the End phase of the current round (and may still be activated, if they haven’t this round).
2

Weapon Skill -1

Ballistic Skill -1

Toughness +1

Hematemesis: At the end of each End phase all fighters within 1” of this fighter (friend or foe) have to roll a D6. If a fighter rolls a result lower than the Infection level of this fighter, they gain the Infected (0) condition.
3

Intelligence -2

Cool +2

At the start of each battle, the fighter has to pass a Willpower test or become Insane.

No Pain Reception: This effect replaces Delayed Pain Reception. The fighter treats Serious Injury results on the Injury dice as Flesh Wounds instead. In addition, the fighter does not become Pinned from ranged attacks.

4 None. Plague Zombie: The fighter is removed from their Gang Roster and is immediately turned into an Evolved Plague Zombie (see below). Note that it is also possible during a battle.


Removed by: A lucky fighter might be responsive to a skilled Plague Doc’s treatment and is able to remove the condition. Otherwise, the condition persists during the campaign or worsens until the fighter turns into a Plague Zombie.

Gangs

Battle Reports

No battles reported yet.

Action Log

ScophthalmusRock'n'Wool
1 week, 4 days ago

Death: 04:🐕Ozzy Pawsbourne was killed

Outcome: 04:🐕Ozzy Pawsbourne is permanently dead. All equipment transferred to stash.
Scophthalmus
2 weeks, 3 days ago

Campaign Ended: Long Days of Mortis has concluded

Outcome: Campaign transitioned from active to post-campaign status
2 weeks, 6 days ago

Bought Bio-booster for Jan-Piet de Vries (35¢)

Outcome: Credits remaining: 20¢
2 weeks, 6 days ago

Bought Bio-booster for Henk van Dijk (35¢)

Outcome: Credits remaining: 55¢
2 weeks, 6 days ago

Bought Armoured undersuit for Jan-Piet de Vries (25¢)

Outcome: Credits remaining: 90¢
View all 535 actions →