Skip to main content
Tistism / Campaign / Trubbel i undre jorden - Episode V: "The Dome Strikes Back"

Trubbel i undre jorden - Episode V: "The Dome Strikes Back"

Unlisted
Status
In Progress
Arbitrators
Budget
1100¢

Gangs

Territories
Ancient ruins
Held by Coldfire Boys

"The underhive is full of ancient mazelike ruins filled with riches...or?"
Territory boon
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income:
The gang earns 60 credits from this territory when collecting income.
Special:  The ancient ruins are hard to navigate. Nominate one gang member to collect the income from the ruins. Roll a D6, on the roll of 1 the fighter took a wrong turn. Make either an intelligence or cool check. If successful, the fighter finds their way back, if they fail they get lost and can’t be selected to fight in the gangs next battle.
Value: 5

 

Chapel of the Fiery Behind - Rassastrákarna Settlement

"Round things burn evenly."
Territory boon
Income:
The gang earns 45 credits from this territory when collecting income.
Recruit: When collecting income, the gang may choose to roll two D6. 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 instead recruit a single ganger from their House list for free.
Note: Weapons and Wargear not included, each sold separately.
Special: This territory can never be lost and does not count towards the number of territories a gang can hold.

Chem pit

"The sludgy soup of a chem pit might be poisonous, radioactive, corrosive, or all three.
A savvy gang leader might find a use for these noxious vats of goo."

Territory boon
Income:
The gang earns 30 credits from this territory when collecting income.
Special:  Whilst in control of this territory, the gang can always opt to buy chems when rolling ”wargear” on the Rare trading chart.
Value: 3

Crumbling hab block
Held by Vatboys

"The old crumbling hab blocks are a good source of scavange, but watch your step."
Territory boon
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income:
The gang earns 60 credits from this territory when collecting income.
Special: Nominate one gang member to collect income from the Hab block and roll a D6, on a roll of 1 the fighter took a bad fall when scrounging about and will start the next battle with a flesh wound.
Value: 5

Crystal spider cave

Crystal spiders are big, mean, and eat underhivers...but they also have eyes like diamonds...
Territory boon
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income:
The gang earns 60 credits from this territory when collecting income.
Special: When collecting income from this territory, Nominate any gang member to hunt spider eyes. Roll a D6, on the roll of 1, a spider ambushes the fighter - roll a D6 on the following table

1: Sent to recovery and suffers a Lasting Injury. Reroll any results ending in a dead ganger.

2-5: Sent to recovery.

6: Fights off the spider! The fighter gains 1 xp.

 Value: 5

Derelict manofactorium
Held by Sump Dogs

"This manofactorium still operates sporadically."
Territory boon
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income:
The gang earns 45 credits from this territory when collecting income.
Special: The owner of this territory may perform one extra Rare trading in the post-battle.
Value: 4

Doc's shop

"You don’t really need two legs, do you?"
Territory boon:
Income:
The gang earns 15 credits from this territory when collecting income.
Recruit:
Whilst it controls this territory, the gang has access to a Rogue Doc hangers-on for free.
Value: 4

Drinking Hole
Held by Epsilon Squad

"The best second best in the dome!"
Territory boon:
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income: The gang earns 15 credits from this territory when collecting income.
Special:
Whilst it controls this territory, any fighter may re-roll any failed Cool checks they make. If a fighter uses this option, place a marker on their card to show that they have hit the bottle. The marked fighter suffers a -1 to hit for the rest of the battle. If a fighter ends up with 3 markers, at the end of their next activation they pass out and count as have been taken Out of Action.
Value: 2  

Fighting pit
Held by Birds of iron

"First rule of fight pit, you talk alot about fight pit."
Territory boon:
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income: The gang earns 15 credits from this territory when collecting income.
Recruit: Whilst it controls this territory, before each fight you may roll a D6, on a 4+ the gang may hire a Hive-scum with 30 credits worth of weapons and wargear for free for the following battle.
Value: 2

Fortune Teller

"The old ratskin seem to know a thing or two..."
Territory boon
Income:
The gang earns 15 credits from this territory when collecting income.
Special: Whilst it controls this territory, the gang may add or subtract a D3 from the roll when choosing scenario. Note that the D3 is rolled after deciding to add or subtract.
Value: 2

 

Fungal sprawl
Held by Birds of iron

"Fungal growths are commonplace in the underhive. Some are edible, some are poison, some make everything purple and pink and full of stars."
Territory boon:
Income:
The gang earns 30 credits from this territory when collecting income.
Special: Whilst in control of this territory, before each battle the gang can have a D3 fighters smear fungus fluids on their weapons. One weapon with the melee trait of these fighters also gain the Toxic trait with a strength of (-) for the duration of the battle.
Value: 3

Ghast field
Held by Coldfire Boys

"Ghast is highly sought after in certain circles for its...interetsting...effects..."
Territory boon
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income:
The gang earns 60 credits from this territory when collecting income.
Special:  When collecting income from this territory, the gang can opt to collect an extra large amount of ghast. Nominate one non-juve fighter to do the collecting. Roll a D6, on a 1 the fighter is subject to the insane condition during his/her next battle (even if otherwise immune to this) and must be selected to participate.
The gang recieves 1D3 doses of Ghast that can either be kept, or sold for 10 credits each.
Value: 5

Knuckle Street - New Brutes on the Block Settlement

"knuckles first. Names later."
Territory boon
Income:
The gang earns 45 credits from this territory when collecting income.
Recruit: When collecting income, the gang may choose to roll two D6. 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 instead recruit a single ganger from their House list for free.
Note: Weapons and Wargear not included, each sold separately.
Special: This territory can never be lost and does not count towards the number of territories a gang can hold.

Machine shop
Held by Vatboys

"Need something fixed, this is the place."
Territory boon:
Income:
The gang earns 15 credits from this territory when collecting income.
Recruit:
Whilst it controls this territory, the gang has access to a Ammo-jack hangers-on for free.
Value: 3

Mineral outcrop
Held by Epsilon Squad

"The gang has found a vein of valuable metal."
Territory boon:
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income: The gang earns 30 credits from this territory when collecting income.
Special: The gang controlling this territory may set their prisorners to mine the outcrop.
For each captive the gang has, add 5 credits when collecting income.
Value: 3

Old warehouse

"The Warehouse of old can be a good place to find things to barter..."
Territory boon
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income:
The gang earns 45 credits from this territory when collecting income.
Special: The owner of this territory may reroll any one dice once during Rare trading.
Value: 4

Red Roy's Home for Desolate Crocs - Vatboys Settlement
Held by Vatboys

"If Roy feeds it, it stays."
Territory boon
Income:
The gang earns 45 credits from this territory when collecting income.
Recruit: When collecting income, the gang may choose to roll two D6. 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 instead recruit a single ganger from their House list for free.
Note: Weapons and Wargear not included, each sold separately.
Special: This territory can never be lost and does not count towards the number of territories a gang can hold.

Ruined generatorium
Held by Epsilon Squad

"Much of the light and power in the underhive relies on taps into the energy conduits or barely functioning generators. A creative gang can use this to their advantage, cuting the power to certain areas…"
Territory boon
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income:
The gang earns 45 credits from this territory when collecting income.
Special: The gang controling this territory 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. At the beginning of the Priority phase, before the roll for priority, the player may declare that they are cutting the power.

For the remainder of the battle, the Pitch Black rules are in effect. However there is a chance that the generators restart themselves. At the start of each End phase, before making bottle tests, the player controlling this territory roll a D6. On a roll of 5+ the generators start back up again and the lights come back on and the Pitch Black rules cease to be in effect.
Note that the power can only be cut once per battle.
Value: 4

Signals's Reach - Epsilon Squad Settlement
Held by Epsilon Squad

"Someone's listening. Probably you"
Territory boon
Income:
The gang earns 45 credits from this territory when collecting income.
Recruit: When collecting income, the gang may choose to roll two D6. 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 instead recruit a single ganger from their House list for free.
Note: Weapons and Wargear not included, each sold separately.
Special: This territory can never be lost and does not count towards the number of territories a gang can hold.

Slop shop
Held by Coldfire Boys

"Just like your mom used to make it."
Territory boon:
Income:
The gang earns 15 credits from this territory when collecting income.
Recruit:
Whilst it controls this territory, the gang has access to a Slopper hangers-on for free.
Value: 2

Stinger mould sprawl

"Stinger mould is a rare fungus that grows in rad-heavy areas. This fungus can be deadly, but also offers near-miraculos healing properties."
Territory boon
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income:
The gang earns 30 credits from this territory when collecting income.
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.
Value: 5

Sump river
Held by Sump Dogs

"The rivulet of remains from the sump lake, sometimes one might even find something of worth to scrap, eat … or make gunk of!"
Territory boon
Income: The gang earns 30 credits from this territory when collecting income.
Special:  Whils in control of this territory the gang may in the pre-battle sequence, after selecting starting crew but before deployment, equip 1D3 fighters with Gunk bombs for the duration of the battle.
Value: 3

The Long Way Down - Birds of Iron Settlement
Held by Birds of iron

"It's not the fall. It's the rest of it..."
Territory boon
Income:
The gang earns 45 credits from this territory when collecting income.
Recruit: When collecting income, the gang may choose to roll two D6. 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 instead recruit a single ganger from their House list for free.
Note: Weapons and wargear not included, sold separately.
Special: This territory can never be lost and does not count towards the number of territories a gang can hold.

Thermal Quiet - Coldfire Boys Settlement
Held by Coldfire Boys

"Quiet means stable. Stable means wait."
Territory boon
Income:
The gang earns 45 credits from this territory when collecting income.
Recruit: When collecting income, the gang may choose to roll two D6. 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 instead recruit a single ganger from their House list for free.
Note: Weapons and wargear not included, sold separately.
Special: This territory can never be lost and does not count towards the number of territories a gang can hold.

The Sump Kennels - The Sump Dogs Settlement
Held by Sump Dogs

"Don't run. They'll think you're food..."
Territory boon
Income:
The gang earns 45 credits from this territory when collecting income.
Recruit: When collecting income, the gang may choose to roll two D6. 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 instead recruit a single ganger from their House list for free.
Note: Weapons and Wargear not included, each sold separately.
Special: This territory can never be lost and does not count towards the number of territories a gang can hold.

Toll crossing
Held by Sump Dogs

"He who controls the entrance, controls the trade..."
Territory boon:
Reputation:
Whilst it controls this territory the gang adds +1 to their Reputation
Income: The gang earns 30 credits from this territory when collecting income.
Value: 3

Tunnels
Held by Vatboys

"The partially collapsed dome is criss crossed with tunnels..".
Territory boon
Income:
The gang earns 30 credits from this territory when collecting income.
Special: Whilst in control of this territory the gang may choose to have up to two fighter deploy via tunnels ahead of any battle. The fighters must be a part of the starting 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 fighters arrive on the battlefield. The turn they arrive 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 arrive from the same tunnel entrance marker. If the battle ends before they arrive, they are considered to not having taken part of the battle.
Value: 4

Ventilation shaft
Held by Birds of iron

"Those who can navigate them can pass unseen between almost any place..."
Territory boon
Income:
The gang earns 30 credits from this territory when collecting income.
Special: Whilst in control of this territory the gang may choose to have one (1) fighter deploy through the ventilation shafts ahead of any battle. The fighter must be a part of the starting crew for the battle, but instead of being set up on the battlefield they are placed to one side. During the priority phase of each turn, roll a D6, On the first turn on a roll of 6 the fighter arrive on the battlefield. On the second turn they arrive on a roll of 5+, from turn three and subsequent turns they arrive on a roll of 4+. Nominate a single spot anywhere on the battlefield, the fighter deploy within 2” of that spot. The fighters may not be deployed within 6” of an enemy fighter.
If the battle ends before they arrive, they are considered to not having taken part of the battle.
Value: 4 

Battles

Action Log

baccusBirds of iron
4 months ago

Equipped Bulldog with Demo charge from stash (50¢)

Outcome: Credits remaining: 0¢
baccusBirds of iron
4 months ago

Equipped Bullseye with Boltgun from stash (55¢)

Outcome: Credits remaining: 0¢
baccusBirds of iron
4 months ago

Swan spent 6 XP to advance

Outcome: Gained Trick Shot skill
baccusBirds of iron
4 months ago

Goose spent 6 XP to advance

Outcome: Improved Ballistic Skill
baccusBirds of iron
4 months ago

Equipped Ironclaw with Stub gun from stash (5¢)

Outcome: Credits remaining: 0¢
View all 489 actions →

Captured Fighters

View all →

No fighters have been captured yet.