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wintermute / Campaign / Sump Sea Badzone Collapse Disaster

Sump Sea Badzone Collapse Disaster

Unlisted
Status
In Progress
Arbitrators
Budget
1500¢

A spooky season dominion campaign

After a seemingly momentary respite from the otherwise ongoing violence, the underhive has one again sprung into action.  Tectonic disturbance from a large-scale industrial disaster deep below the inhabited levels of the hive city has caused widespread panic amongst the populace.  Gasses, molds, and fungal spores have clogged the filters and mechanisms of the Hive's air purifiers, causing ecological disaster and economic collapse.  Many people lost their lives or livelihoods or domiciles.  Now that most of the dust has settled, newly doomed souls have been sent by their houses, clans, guilds, or masters to claim the abandoned regions - and new, unknown territories below.

Gangs

Gang
Ash-Nines Precinct • Palanite Enforcers (BoL)

ZetaIsZeta • R: 1765¢ Cr: 75¢ St: 20¢ W: 1860¢

Caccia Selvaggia • Spyre Hunting Party

Olierbik • R: 2570¢ Cr: 0¢ St: 200¢ W: 2770¢

C.D.C. • Venators (AN)

Olierbik • R: 2625¢ Cr: 90¢ St: 70¢ W: 2785¢

Chorus of Stars • Delaque (HoS)

Heal • R: 2275¢ Cr: 0¢ St: 0¢ W: 2275¢

Chorus of Stars • Delaque (HoS)

Heal • R: 2275¢ Cr: 0¢ St: 0¢ W: 2275¢

Dorf • Ironhead Squats (HotA)

GrandpaDende • R: 3040¢ Cr: 35¢ St: 0¢ W: 3075¢

Followers of the Iron Teeth • Cawdor (HoF)

Henryboiye • R: 3630¢ Cr: 105¢ St: 0¢ W: 3735¢

ironclad • Goliath (HoC)

CoNsTeR94 • R: 3220¢ Cr: 325¢ St: 15¢ W: 3560¢

Joe Gang • Van Saar (HoA)

Toaw0 • R: 3435¢ Cr: 100¢ St: 0¢ W: 3535¢

Maison de l'Abysse (House of the Abyss) • Delaque (HoS)

Oldtimer • R: 2565¢ Cr: 45¢ St: 110¢ W: 2720¢

Nightshade Nymphs • Escher (HoB)

Exoriare • R: 2185¢ Cr: 241¢ St: 200¢ W: 2626¢

Normal Hive People • Genestealer Cult

wintermute • R: 2995¢ Cr: 53¢ St: 400¢ W: 3448¢

Precinct Sierra-One "Scalps" • Palanite Enforcers (BoL)

Gaunt • R: 2855¢ Cr: 90¢ St: 0¢ W: 2945¢

Pretty Derby • Escher (HoB)

wintermute • R: 4755¢ Cr: 74¢ St: 0¢ W: 4829¢

The Moon Rats (Salhiin Khor) • Ash Wastes Nomads (TotW)

Oldtimer • R: 3085¢ Cr: 0¢ St: 50¢ W: 3135¢

The Sump Web • Delaque (HoS)

Malakath_Grimm • R: 2535¢ Cr: 70¢ St: 0¢ W: 2605¢

The Yellow Court • Delaque (HoS)

DarthXavier1997 • R: 3230¢ Cr: 0¢ St: 0¢ W: 3230¢

Tunnel Crashers • Orlock (HoI)

Nox90 • R: 3190¢ Cr: 0¢ St: 180¢ W: 3370¢

Zigrin's Nautical Scavengers Inc. • Ironhead Squats (HotA)

Kelto28 • R: 2860¢ Cr: 225¢ St: 10¢ W: 3095¢

Settlements
Araknar0Qu3 C0ur7's house
Unowned

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.

Casa Apostrophia
Unowned

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.

Cop Shop

Income: The gang earns D6xl0 credits from this Territory when collecting income.

Reputation: While they control this Territory, the gang gains +1 Reputation.

Recruit: If this gang deleted at least one fighter from their Gang Roster this postbattle sequence, they may add a single Palanite Enforcer Rookie to their gang for free.

Donut Depot

Income: The gang earns D6xl0 credits from this Territory when collecting income.

Reputation: While they control this Territory, the gang gains +1 Reputation.

Recruit: If this gang deleted at least one fighter from their Gang Roster this postbattle sequence, they may add a single Palanite Enforcer Rookie to their gang for free.

Eat At Joe's Diner
Held by Joe Gang

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.

Hole in the Ground
Held by Dorf

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.

Horsegirl Stables
Held by Pretty Derby

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.

House of Sharp Cards
Unowned

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.

Ironclad Enclave
Held by ironclad

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.

Iron Dentist Office

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.

Mom's Basement
Unowned
Mom's Basement
Nymph Settlement

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.

the Yellow Courthouse

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.

Tunnel Crashpad
Held by Tunnel Crashers

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.

Territories
Archaeotech Device (Van Saar)
Held by Joe Gang

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.

A Van Saar gang may choose two traits.

Reputation: Whilst it controls this Territory, a Van Saar gang adds +2 to its Reputation.

Bone Shrine (Cawdor)

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

a Cawdor gang earns 4D6x5 credits instead.

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

Collapsed Dome

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.

Corpse Farm (Cawdor)
Held by Joe Gang

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, and a Cawdor gang gains 2D6x10 instead.

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

Drinking Hole (Delaque)

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation, and a Delaque gang adds +2 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.

Delaque Alternate Special: The Delaque 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.

Fighting Pit (Goliath)

Recruit: Whilst it controls this Territory, the gang may recruit two Hive Scum Hired Guns for free, including their equipment, prior to every battle.

 

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

 

Gambling Den (Delaque)

This Territory grants the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation, and a Delaque gang adds +2 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.

Delaque Enhanced Special: The Delaque 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.

Generatorium (Van Saar)

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.

Reputation: Whilst it controls this Territory, a Van Saar gang adds +1 to its Reputation.

Mine Workings (Orlock)
Held by Joe Gang

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.

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

Needle Ways (Delaque)

Special: Whilst it controls this Territory, the gang may select up to three fighters – these fighters gain the Infiltrate skill.

A Delaque gang may select up to six fighters instead.

Old Ruins
Unowned

Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the D3 result for each Dome Runner attached to the gang.

Old Ruins

Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the D3 result for each Dome Runner attached to the gang.

Promethium Cache
Held by Tunnel Crashers

Equipment: Whilst it controls this Territory, three fighters in the gang gain incendiary charges for free.

All fighters in the gang may re-roll Ammo tests for any weapon that has the Blaze trait.

Repurposed Narco Den
Unowned

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.

Rogue Doc Shop

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.

Slag Furnace (Goliath)
Held by ironclad

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

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

Recruit: Goliath gangs 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
Held by Pretty Derby

Equipment: Whilst it controls this Territory, three fighters in the gang gain choke gas grenades for free.

Smelting Works (Goliath)
Held by Pretty Derby

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

Goliath gangs earn 2D6x5 credits from this Territory when collecting income. If the gang also controls a Slag Furnace, this is increased to 2D6x10 credits.

Stinger Mould Sprawl (Escher)
Held by Pretty Derby

 

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.

An Escher gang may either remove a single existing Lasting Injury from a fighter, or re-roll a single Lasting Injury roll on a fighter, including a Memorable Death result (re-rolling results of Captured).

Enhanced Boon

This Territory grants Escher gangs the following Boons:

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

Synth Still (Escher)
Held by Pretty Derby

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 an Escher gang halves the cost of these items (rounding up).

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

Tech Bazaar (Van Saar)

Income: The gang earns D6x10 credits from this Territory when collecting income.

A Van Saar gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.

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.

Reputation: Whilst it controls this Territory, a Van Saar gang adds +1 to its Reputation.

Toll Crossing (Orlock)

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

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 gang 20 credits to gain the same benefit in a single battle against another gang.

Tunnels (Orlock)
Held by Pretty Derby

 

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.

An Orlock gang may choose up to six fighters deploy via tunnels.

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

Wastes
Unowned

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

Workshop
Held by C.D.C.

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.

Battles

Action Log

HealChorus of Stars
5 months, 3 weeks ago

Gang 'Chorus of Stars' has been archived by its owner

wintermute breakthrough
7 months ago

Battle Report created: breakthrough on 2025-12-09. Pretty Derby, Tunnel Crashers participated.

Outcome: Winners: Pretty Derby
DarthXavier1997The Yellow Court
7 months ago

Bought Flak armour for Rook's Pawn (10¢)

Outcome: Credits remaining: 0¢
DarthXavier1997The Yellow Court
7 months ago

Bought Flak armour for Knight's Pawn (10¢)

Outcome: Credits remaining: 10¢
DarthXavier1997The Yellow Court
7 months ago

Bought Flak armour for E2 Pawn (10¢)

Outcome: Credits remaining: 20¢
View all 3469 actions →

Captured Fighters

View all →
Fighter Original Gang Captured By Status
SnYp3r Ghost (Specialist) Araknar0Qu3 C0ur7 Pretty Derby Sold
Wyld Wendy - House Favor Wyld Runner Nightshade Nymphs Bits n' Bobs Hardware Sold