Campaign for patrons of the Bellowing Bard.
+The story so far...+
Deep in the Underhive of Hive Primus, hivequakes are a common occurrence. Six months ago, one such quake unearthed a previously lost section of Hive. New settlers flocked into the area and established the city of Sludgeport, positioned on the edge of a vast Sludge Sea. Trading posts and basic infrastructure have all been re-established, and life is normal for the Underhive.
Unbeknownst to the settlers, this area was used by a hidden Helot Cult for their dark rituals. The quake also cracked the outer wall, giving the Ash Waste Nomads an area to enter and conduct their raids.
Due to a loss of productivity and inability for this area to meet Imperial quotas, the Enforcers have been dispatched. The E-Force have called the local gangs of Escher and Cawdor, along with a hired band of Venators, to meet in an abandoned storage facility and discuss the next steps to secure production.
There is no trust between any of the groups, and heated talks continue to escalate. No one suspects that the Helots and Nomads have secretly infiltrated the meeting.
Who tipped them off?
Whose side, if any, are they on?
Why is that Enforcer smiling?
Why do the Cawdor have hands on weapons?
Why aren't the Escher trying to sell me drugs?
Why do those Ratlings look like actual Ratmen?
And then the shots rang out!
Gangs
Assets
Manage Assets →|
Nomad's Outpost
Held by Ash Walkers
Territory BoonThis Territory grants the following Boons: Income: The gang earns 2D6x10 credits from this Territory when collecting income. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. |
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Palanite Precinct
Held by E-Force
Territory BoonThis 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. |
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Settlement (Cawdor)
Unowned
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 BoonThis 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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Settlement (Escher)
Held by Toxik Toxikigals
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 BoonThis 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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Settlement (Helot)
Unowned
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 BoonThis 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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Settlement (Venator)
Held by Low Down Dirty Rats
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 BoonThis 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. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free. |
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Archaeotech Device (Van Saar)
Unowned
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 BoonThis Territory grants the following Boon: Special: Any number of weapons owned by the gang may be given one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Trait and new weapons purchased later may also be given this Trait. These weapons also gain the Unstable Trait. If the Territory is lost, the weapons lose these additional Traits. Enhanced BoonThis 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 any number of weapons it owns two of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Traits and new weapons purchased later may also be given these Traits. These weapons also gain the Unstable trait. If the Territory is lost, the weapons lose these additional Traits. |
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Bone Shrine (Cawdor)
Unowned
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 Cawdor 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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Collapsed Dome
Unowned
Many of the ancient domes that honeycomb the underhive eventually collapse under the weight of time, leaving treasures trapped beneath the wreckage and the structure above liable to fall apart at the smallest misstep. Territory BoonThis Territory grants the following 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 rolls on the Lasting Injury table. |
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Corpse Farm (Cawdor)
Unowned
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. Enhanced BoonThis Territory grants Cawdor gangs the following 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. |
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Gambling Den (Delaque)
Unowned
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 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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Generatorium (Van Saar)
Unowned
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 Van Saar gangs the following Boon: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. |
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Mine Workings (Orlock)
Unowned
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 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 Toxik Toxikigals
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. Enhanced BoonThis 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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Promethium Cache
Unowned
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. Territory BoonThis 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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Rogue Doc
Unowned
A sawbones, blood cleanser or chirurgeon has set up shop. Any gang willing to provide this rogue healer with protection can count on their loyal service. Territory BoonThis 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 a Rogue Doc Hanger-on for free. |
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Settlement
Unowned
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 BoonThis 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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Sludge Sea
Unowned
Effluent and polluted water drains down through the hive to catch in brown pools, forming lakes of fuming, iridescent sludge. Territory BoonThis 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)
Unowned
Crags and seams of valuable slag can be found across the underhive, mute markers to the ancient industries that grew the Spire. Territory BoonThis Territory grants the following Boon: Income: The gang earns D6x5 credits from this Territory when collecting income. Enhanced BoonThis 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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Synth Still (Escher)
Unowned
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 Escher 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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Tech Bazaar (Van Saar)
Held by Low Down Dirty Rats
This 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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Tunnels (Orlock)
Unowned
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 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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Wastes
Unowned
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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Workshop
Unowned
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. Territory BoonThis 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 | Out of Action Caused | Reputation |
|---|---|---|
| Ash Walkers | 2 | 3 |
| Cult of the burning hate | 0 | 2 |
| E-Force | 3 | 4 |
| Low Down Dirty Rats | 2 | 1 |
| Toxik Toxikigals | 7 | 7 |
Battles
Ghast harvest • Aug 30, 2025
Disciples of the Purge , Toxik Toxikigals
Gang Moot • Aug 29, 2025
Cult of the burning hate , Disciples of the Purge , E-Force
The Trap • Aug 16, 2025
Disciples of the Purge , Low Down Dirty Rats
Tunnel skirmish • Aug 16, 2025
Ash Walkers , Toxik Toxikigals
Stand off • Aug 06, 2025
Disciples of the Purge , The Flaming Presession
Action Log
Gang 'Disciples of the Purge' has been removed from the campaign by Dean1121
Reassigned Reclaimed autogun from Arcos to Lash
Outcome: Reclaimed autogun is now equipped by LashChaos Familiar spent 3 XP to advance
Outcome: Gained Disarm skillBon spent 5 XP to advance
Outcome: Improved Weapon SkillReassigned Chainaxe from Mordrax to Chaos Familiar
Outcome: Chainaxe is now equipped by Chaos FamiliarCaptured Fighters
View all →No fighters have been captured yet.