Several up-and-coming gangs strike out to stake their claims and achieve Dominion over the benighted hole of Dread Burrow. But though the faces are fresh and goals individual, the essence of war in the Underhive is as it always has been.
Dread Burrow. One sunken slag heap much like any other beneath Hive Primus. But as far as it's known at all in the Underhive, it's known for the twists and spirals of its streets and warrens...and for the barely-contained deadliness of those who reluctantly call it home. Down in Dread Burrow, light is as much a commodity as food, water and blood. But the rippling dark shrouds much which ought not to be. Some gangs cling to the bright while others prefer to stalk the shadows. All must fight tooth and nail to see the next false day.
Rising anew from the ashes of a fallen noble house under the new management of another, "Tombstone" Tyber Valencor leads the anarchic but honest Iron Angels of House Orlock in an effort to prove their grit to their new patrons and carve out a new home turf for themselves.
A carefully crafted mask of saintly veneration conceals ambitions of damnable power from the Dark Gods as High Illuminate Phorus masterminds the Delaque-descended Brotherhood of Luminous Souls in a shadow campaign of deception, sorcery and dark ritual.
An undesirable scion of a noble house was given a purposefully dangerous position as an Enforcer captain in hopes of an ignoble end; he nonetheless seeks honor and glory in the brutal business of underhive law enforcement as "Sir" Arthur Haselrig commands the Most Honorable Sir Arthur Haselrig's Bomb Disposal and Riot Suppression Outfit in a bid for order and recognition.
Having lost too many kin and claims to the myriad dangers of the deep mines, a small but steadfast clan of Ironhead squats ascend from darkness as Alrik Firebeard guides the tenacious Red Heads in a journey of prospecting, acquisition, and moneymaking.
A pious underground church belies a ruthless cabal of extortionist businessmen which further belies an even darker secret with origins in the blackest void as Nathri Malaak runs the Children of the Exalted Wyrm in a malignant operation of worship, racketeering and generational expansion.
Gangs
Assets
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Bitterbrew Sump (Refuse Drift)
Held by Red Heads
Vast agglomerations of refuse gather in areas of the underhive in drifts that shift like dunes in a desert. Territory BoonThis 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. |
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Breakskull Mine (Mine Workings)
Held by Iron Angels
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 BoonThis 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 BoonThis Territory grants Orlock and Ironhead Squat gangs the following Boon: Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation. |
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Chamber of Last Venerations (Corpse Farm)
Held by Brotherhood of Luminous Souls
Everyone must eat, and the corpse farms take the flesh of the dead and make it into the corpse-starch that feeds the hive. Underhive corpse farms do a brisk, if shunned trade in the bodies of the dead. Territory BoonThis Territory grants the following 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. |
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Cragdelver's Hole (Drinking Hole)
Reeking of liquor, sweat and blood, a drinking den is where many hivers go to numb their sorrows, or to find their courage at the bottom of a bottle of Wildsnake or Second Best. Territory BoonThis Territory grants the following 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 tests. If a fighter uses this option, place a marker on their card to show that they have hit the bottle. While a fighter has at least one marker from this territory, they suffer a -1 modifier to hit rolls for the rest of the battle. Enhanced BoonThis Territory grants Delaque and Palanite Enforcer gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation. Special: The gang that controls this Territory may nominate three enemy fighters at the start of the battle, and place an Intoxicated marker on each fighter's card to show that their drink was spiked. The marked fighters suffer a -1 penalty to all tests and checks for the duration of the battle. |
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Cyborg's Tomb (Wastes)
Held by Brotherhood of Luminous Souls
Tracts of ash, shapeless rubble, and twisted metal structures run through the underhive, their size waxing and waning with the ages. Most gangs have to pass through a portion of these wastes as they travel between places of more value. Territory BoonThis Territory grants the following Boons: 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 test for the gang Leader. If the test is passed, the player of the gang may choose to play the Ambush scenario instead of rolling. They are automatically the attacker. |
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Deadhive Burrows (Needle Ways)
Held by Red Heads
The Needle Ways are the vents, crawl tunnels and pipes that thread through the mass of the hive. Those that can navigate them can pass unseen between almost anywhere. Territory BoonThis Territory grants the following Boon: Special: Whilst it controls this Territory, the gang may select up to three fighters – these fighters gain the Infiltrate skill. Enhanced BoonThis Territory grants Delaque gangs the following Boon: Special: The gang that controls this Territory may select up to six fighters to gain the Infiltrate skill. |
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Dreadlight Tower (Generatorum)
Held by Iron Angels
Much of the light and power in the underhive relies on taps into energy conduits or barely functioning generators. Those that control the source of such power can let it flow… or cut it off at a whim. Territory BoonThis Territory grants the following 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 are in effect. However, at the start of each End phase, there is a chance that the generators will automatically restart and the lights flood back. At the start of each End phase, before making any Bottle checks, 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 BoonThis Territory grants Palanite Enforcer gangs the following Boon: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. |
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Edifice of Oblivion (Bone Shrine)
Held by Children of The Exalted Wyrm
Shrines of bones and noose-ropes are common in the underhive, and even the most cold-blooded ganger will rarely pass one without throwing in a cred as a plea for a blessing. Territory BoonThis Territory grants the following Boon: Income: The gang earns 2D6x5 credits from this Territory when collecting income. Enhanced BoonThis Territory grants Genestealer Cult gangs the following 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. |
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Fortune’s Pendulum (Gambling Den)
Held by Children of The Exalted Wyrm
Gambling is rife in the underhive, with fortunes won on the turn of a card and lost on the spin of a bolt shell, and debts are easily piled up by those who don't know when to quit. Territory BoonThis Territory grants the following Boons: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Income: The player chooses a suit of cards. The player then draws a card from a shuffled deck of playing cards that includes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11, Queen 12, King 13, Ace 14) x10 credits. If they draw a card from a suit of the same colour, then the Income is the value of the card x5 credits. If it is any other suit, they gain no income from the Territory. If, however, they draw a Joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator. Enhanced BoonThis Territory grants Delaque and Genestealer Cult gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation. Special: The gang that controls this Territory may nominate a single enemy fighter at the start of the battle before the first roll for Priority. The gang have called in the fighter's debt marker, and in return for keeping all of their limbs intact, the fighter agrees to take no part in the coming battle. The nominated fighter misses the battle. |
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Fountain of Verve (Stinger Mould Sprawl)
Held by Brotherhood of Luminous Souls
Stinger mould is a rare fungus that grows where rad-waste has saturated a fungus sprawl. The fungus can be deadly, but also offers near-miraculous healing properties. Territory BoonThis Territory grants the following 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. |
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Light in the Dark (Tech Bazaar)
Held by Brotherhood of Luminous Souls
An underhive tech bazaar buzzes with the calls of bullet merchants echoing above haggling tech-prospectors, while agents of the Gun-guild watch and take their due. Territory BoonThis Territory grants the following 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 Rare (X) item from the Trading Post where X is less than or equal to 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. |
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Synth Still
Constructed from tangles of reclaimed pipes, vats and cylinders, a synth still in skilled hands can produce the finest poisons, medicines and narcotics. Territory BoonThis Territory grants the following Boon: Special: Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common. Enhanced BoonThis Territory grants Ironhead Squat gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Special: Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common, and halves the cost of these items (rounding up). |
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The Bigshaft (Tunnels)
Held by Iron Angels
The tunnels that run through the hive are the primary ways that people move between locations. Those that control them can move freely and attack where they wish. Territory BoonThis Territory grants the following Boon: Special: Whilst 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 the 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 entrance markers. The members of the group must all arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle. Enhanced BoonThis Territory grants Orlock and Genestealer Cult gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Special: The 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. |
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The Most Honorable Sir Arthur Haselrig's Economic Stability and Security Transport Processing Facility (Toll Crossing)
Held by Children of The Exalted Wyrm
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 BoonThis Territory grants the following Boon: Income: The gang earns D6x5 credits from this Territory when collecting income. Enhanced BoonThis Territory grants Orlock and Palanite Enforcer 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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Thoron's Crack Shack (Narco Den)
Held by Iron Angels
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 BoonThis Territory grants the following Boon: Income: The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Synth Still, this is increased to 2D6x5 credits. |
Resources
Manage Resources →Battles
Ghast Harvest • Jun 15, 2026
Iron Angels , Red Heads
Burning Crusade • Jun 06, 2026
Children of The Exalted Wyrm , Iron Angels
The Trap • May 03, 2026
Iron Angels , Sir Arthur Haselrig's Most Honorable Riot Suppression and Bomb Disposal Outfit
Search and Destroy • Apr 19, 2026
Brotherhood of Luminous Souls , Iron Angels
Monster Hunt • Mar 30, 2026
Iron Angels , Red Heads
Action Log
Reassigned Flechette pistol from Grand illuminate Phorus to Enlightened Scypho (30¢)
Outcome: Credits remaining: 0¢Bought Web pistol for Grand illuminate Phorus (80¢)
Outcome: Credits remaining: 0¢Bought Psychomancer’s harness for Aquanaut Jasus (110¢)
Outcome: Credits remaining: 80¢Rolling for advancement to Brother Xiphia
Rolled 2D6: 1 , 4 = 5 Outcome: Gained Evade skillRolling for advancement to Brother Thunn
Rolled 2D6: 4 , 6 = 10 Outcome: Improved LeadershipCaptured Fighters
View all →No fighters have been captured yet.