In the underhive, those not at the top subsist on a metaphorical and literal thin gruel. The fight for the rich gruel, begins
Gangs
Assets
Manage Assets →|
Ash's Spyrer Base Camp
Held by Scions of Power
Special: During wrap-up, one spyrer may perform post-battle actions, even if they are in Convalescence.
A stronghold from which the Spyrers can operate, a Spyrer Base Camp is heavily fortified and highly mobile, moving with the Spyre Hunting Party gang so they always have a safe place to recover from battle and hone their skills. This one is the base of the Scions of Power. |
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Collapsed dome
Held by Palantir Var
Income: 2-6 × 10 (random fighter suffers a Lasting Injury if any doubles are rolled)
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. |
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Corpse farm (Cawdor+Cults)
Held by I've got nothing left..
Income: D6 × 10 per fighter deleted from the roster of either gang in the previous battle
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Enhanced boon: Income: 2D6 × 10 per fighter deleted from the roster of either gang in the previous battle
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Enhanced boon: Reputation: +1
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. |
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Doomer Cave
Held by I've got nothing left..
Income: D6 × 10
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Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.
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Reputation: +1
Settlements dot the underhive. Most are scrap-shanties, 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. This one is the base of operations for Hot and Sticky. |
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Drinking hole (Delaque+Enforcers)
Held by Scions of Power
Special: Any fighter may re-roll failed Cool tests, but suffer -1 to hit for the rest of the battle..
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Reputation: +1
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Enhanced boon: Special: May nominate three enemy fighters at the start of the battle who suffer -1 to all tests and checks in this battle.
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Enhanced boon: Reputation: +2
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. |
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Fighting Pit (Goliath)
Unowned
Recruit: Two free hive scum including equipment
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Enhanced boon: Reputation: +2
Violence is life, death, and entertainment in the underhive, and some of the most feared fighters are made on the cinder floors of fighting pits under the eyes of baying crowds. |
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Generatorium (Van Saar)
Unowned
Special: May switch off the lights before any priority roll. For the remainder of the battle, use the Pitch Black rules. At the start of each End phase, before making Bottle checks, roll a D6. On 5+, the lights come back on.
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Enhanced boon: Reputation: +1
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. |
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Jade's Settlement
Held by Book Club
Income: D6 × 10
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Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.
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Reputation: +1
Settlements dot the underhive. Most are scrap-shanties, 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. This one is the base of operations for [name to be decided]. |
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Narco Den (Escher)
Held by Isekai Imperium
Income: D6 × 5
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Enhanced boon: Income: 2D6 × 5 (2D6 × 10 if the gang also owns a Synth Still)
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Enhanced boon: Reputation: +1
Narco dens are filled with the scent of exotic smoke, and the bubble and hiss of fume-bottles and chem-injectors. Rich and poor alike come to such places to chase dreams and forget nightmares. |
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Nathan's Settlement
Held by Palantir Var
Income: D6 × 10
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Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.
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Reputation: +1
Settlements dot the underhive. Most are scrap-shanties, 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. This one is the base of operations for the Palantir Var. |
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Needle Ways (Delaque)
Held by I've got nothing left..
Special: Three fighters gain infiltrate
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Enhanced boon: Special: Six fighters gain infiltrate
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 |
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Nova's Palanite Precinct
Held by Isekai Imperium
Income: D6 × 10
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Recruit: If this gang deleted at least one fighter from their Gang Roster in the precious battle, recruit a free Juve.
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Reputation: +1
Fortress, gaol and place of execution, a Palanite precinct-fortress is the authority |
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Promethium Cache
Held by I've got nothing left..
Special: All fighters may re-roll Ammo tests for weapon with Blaze.
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Equipment: Three fighters gain free incendiary charges
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. |
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Refuse drift (Cawdor+Cults)
Held by I've got nothing left..
Income: 2D6 × 5 (on a double, a random fighter goes into recovery)
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Enhanced boon: Income: 2D6 × 5
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Enhanced boon: Reputation: +1
Vast agglomerations of refuse gather in areas of the underhive in drifts that shift like dunes in a desert. |
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Settlement
Held by Book Club
Income: D6 × 10
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Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.
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Reputation: +1
Settlements dot the underhive. Most are scrap-shanties, 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 |
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Slag Furnace (Goliath)
Held by Scions of Power
Income: D6 × 5
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Enhanced boon: Special: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.
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Enhanced boon: Reputation: +2
Glowing with heat and spattered with molten metal, a slag furnace smelts slag and ore so that the metals they contain can be poured off. |
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Sludge sea
Held by Çad lake militia
Equipment: Three fighters gain free choke gas grenades
Effluent and polluted water drains down through the hive to catch in brown pools, forming lakes of fuming, iridescent sludge. |
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Stinger Mould Sprawl (Escher)
Unowned
Special: Reroll a single Lasting Injury, except Memorable Death.
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Enhanced boon: Special: Remove a single lasting injury or re-roll one, including Memorable Death
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Enhanced boon: Reputation: +1
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. |
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Synth Still (Escher)
Held by Book Club
Special: Treat chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common.
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Enhanced boon: Special: Treat chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common and half their cost (rounding up).
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Enhanced boon: Reputation: +1
Constructed from tangles of reclaimed pipes, vats and cylinders, a synth still in skilled hands can produce the finest poisons, medicines and narcotics. |
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Tech Bazaar (Van Saar)
Held by Scions of Power
Income: D6 × 10
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Equipment: Select one Leader or Champion to make a Haggle post-battle action. Choose one item of rarity ≤ 2D6, it can be bought for half price (rounded down). If less than 7, only common items can be selected, if less than 3, no equipment is gained. Exotic Furs, add +1 to the result of the 2D6 dice roll.
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Enhanced boon: Income: D6 × 10 (2D6 × 10 if the gang also controls an Archaeotech Device)
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Enhanced boon: Reputation: +1
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. |
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Tim's Settlement
Held by Çad lake militia
Income: D6 × 10
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Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.
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Reputation: +1
Settlements dot the underhive. Most are scrap-shanties, 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. This one is the base of operations for the Çad Lake militia. |
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Toll Crossing (Orlock+Enforcers)
Held by Isekai Imperium
Income: D6 × 5
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Enhanced boon: Special: Priority in the first round. Any gang can pay 20 credits for priority in the first round. If both pay, there is no effect. Cannot be refused.
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. |
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Tunnels (Orlock)
Held by Scions of Power
Special: Choose up to three fighters in the crew to deploy via tunnels. Set up two 2” tunnel entrances in the Deployment phase on any table edge on the ground surface of the battlefield. Roll a D6 in each Priority phase, On a 4+, the fighters arrive at a single tunnel and may be activated that turn as a single group.
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Enhanced boon: Reputation: +2
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. |
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Workshop
Unowned
Income: D6 × 10 (if outlaw)
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Recruit: Free Ammo-jack (if law-abiding)
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. |
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Creditor
Unowned
Criteria: Largest Wealth at the end of the campaign.
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Dominator
Unowned
Criteria: Most Territories at the end of a campaign.
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Powerbroker
Unowned
Criteria: Highest Reputation at the end of the campaign.
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Slaughterer
Unowned
Criteria: Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign.
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Warmonger
Unowned
Criteria: Most battles fought across the whole campaign.
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Resources
Manage Resources →| Gang | Credits | Reputation | Terror |
|---|---|---|---|
| Book Club | 0 | 7 | 0 |
| Çad lake militia | 0 | 1 | 0 |
| Isekai Imperium | 0 | 3 | 0 |
| I've got nothing left.. | 0 | 14 | 0 |
| Palantir Var | 0 | 5 | 0 |
| Scions of Power | 0 | 9 | 11 |
Battles
The Trap • Jun 28, 2026
Çad lake militia , Scions of Power
Escape the pit! • Jun 22, 2026
Isekai Imperium , Scions of Power
Takeover • Jun 14, 2026
Book Club , Isekai Imperium
Escape The Pit • Jun 09, 2026
Çad lake militia , I've got nothing left..
Toll Bridge • Jun 05, 2026
Palantir Var , Scions of Power
Action Log
Bought Las sub-carbine for Gemini (15¢)
Outcome: Credits remaining: 0¢Bought Lasgun for Gemini (10¢)
Outcome: Credits remaining: 5¢Settlement boon
Rolled 2D6: 6 , 3 = 9 Outcome: 1 six, get a free JuveBought Carapace (light) for Maark "The Lizzard" Zuckarbarg (80¢)
Outcome: Credits remaining: 15¢Captured Fighters
View all →| Fighter | Original Gang | Captured By | Status |
|---|---|---|---|
| Gig Worker X (Benzi) Tek | Palantir Var | I've got nothing left.. | Captured |