Skip to main content
conador2 / Campaign / Dome on the Range

Dome on the Range

Public
Status
In Progress
Arbitrators
Phase
Campaign Week 3, Consolidation
Budget
1250¢

A 'mining accident' has opened a 'path' into an 'abandoned' badzone dome. The ensuing settler rush is only going to get worse before it gets better. 



In a squalid little hab-dome called the The Leak in the lee of the wall, half a klom down from the Ash Gate, all the good rumours circulate at a saloon called The Short Drop.

Scuttlebut says about a cycle ago, an offworld mining consortium called Building Resources and Infrastructure Engineering (B.R.I.E)  dug overzealously in one of their scrapping sites and caused a hivequake.

That tear stained tragedy which cost The Leak and surrounding habs an incalculable loss in materials and manpower also brought with it unforseen opportunity.

You see, a disused freight elevator shaft to an abandoned dome, long since given over to the badzones, opened up evenly betwixt Enforcer Precinct 99 and Admininstratum Hub #12, 728.

Due to the post quake reconstruction and the ongoing succession crisis, neither government body has the resources to manage this discovery, leaving it in the hands of the Houses and their grubby little proxy gangs.

Who, woulnd't you know it, have all sent their most rugged pioneers to stake a claim regardless of its dubious habitability. 

Step 1. 'Acquire' Ionic Power Cell to support a settlement.

Step 2. ???

Step 3. Profit

 

Here are some of the accolades that count towards the eventual winner in addition to the standard 'highest gang rating', 'most territories' and 'most victories.'.

Greed        Most stockpiled credits.
Pride        Leader with the highest credit rating.
Envy        Most territories seized from human players.
Lust        Highest number of total fighters.
Wrath        Most enemies killed permanently due to lasting or critical injuries.
Sloth        Lost fewest territories.
Gluttony    Most consumable items used.

Humility     Leader with the lowest credit rating.
Charity     Lost most territories to human players.
Chastity    Fewest new fighters over your starting limit. (Replacing a fighter does not count.)
Kindness    Returned the most captives without claiming bounty or campaign benefits.
Temperance    Most even XP distribution amongst gang members.
Patience    Games in which you did not play any tactics or underdog cards.
Diligence    Highest quantity of loot boxes claimed.

Gangs

Territories
Archaeobazaar
Income: d6x10 credits  ·  Boon: Select one fighter to work this territory. If that fighter can pass an Intellignce check, then they are considered to have the Savvy Trader skill from the Savant list for the rest of the campaign week.  ·  Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Under the Table: The controlling gang has cut a deal with the traders for something exotic. Roll a dice and add the corresponding weapon to the gang’s stash: Arc Rifle Rak’Gol Razor Gun Kroot Long Rifle Sling Gun Warpstorm Bolter Yu’Vath Puzzle Box

A trading post that draws the sector’s traders and gangers alike.

Archaeotech Dig Level 2
Income: 10 credits  ·  Boon: Select one fighter to work this terrtiory. If a 1 is rolled when rolling the dice to determine this territory’s Income, there has been a collapse! Roll a further d6. On a 1-3, place the fighter working this territory in Recovery. On a 4-6 the fighter escapes unharmed.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: Buried Treasure: Recent digging has uncovered something valuable. Roll a d6 and add the corresponding item to the controlling gang’s stash: Archaeotech Device Malefic Artefact Xenoculum Archaeo-Carapace armor Mnemonic Inload Spike Halo Device

This site is filled with the remnants of ancient technology from a brighter age of humanity, when technology wasn’t viewed with such superstition.

Beast Kennels Lvl2
Held by House Artamidae
Income: d3x10 credits  ·  Boon: he controlling gang may forfeit collecting Income with this territory to instead temporarily recruit 1 free Exotic Beast. This Beast must be one that the gang is eligible to recruit, and this Beast will not gain XP in any fashion. At the end of the campaign week, this Beast is removed from the roster.  ·  Upgrade 1: Set the Income of this Territory to 2d3x10  ·  Upgrade 2: Increased Capacity: The controlling gang can now temporarily recruit 2 Beasts per campaign week instead of 1. The second Beast follows the same rules listed above.

Hunting hounds, gladiator-beasts, and exotic pets alike call the beast kennels home.

Blood Covered Altar
Unowned
Income: 10 credits  ·  Boon: Special Rules: Select one fighter to work this territory. This fighter receives whispers from the Immaterium directly into their brain. The controlling player may randomly generate 1 extra Tactics Card per game if the fighter working this terrain is in the starting crew. However, the fighter must pass a Willpower check or start the game under the Insanity condition.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: “I Can See Forever”: The fighter working this territory is perpetually under the effects of Ghast. Roll for the effect at the beginning of every battle.

This makeshift altar is covered in blood and offal and carved with arcane runes. It radiates with a malice nearly as powerful as its smell.

Chem Pit
Income: 2d6x3 credits  ·  Boon: Select one fighter to work this terrtiory. Working a Chem Pit is extremely dangerous. When rolling for income, if a double 6 is rolled, the fighter has fallen in! Roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they’re now covered in horrible burn scars. Add the Fearsome Ferocity skill to their fighter card.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Used to the Fumes: Any fighters in this gang may add 1 to any Toughness tests made when resisting Gas or Toxin weapons.

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

Chem Pit
Held by The E-Thots
Income: 2d6x3 credits  ·  Boon: Select one fighter to work this terrtiory. Working a Chem Pit is extremely dangerous. When rolling for income, if a double 6 is rolled, the fighter has fallen in! Roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they’re now covered in horrible burn scars. Add the Fearsome Ferocity skill to their fighter card.  ·  Upgrade 1: Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Used to the Fumes: Any fighters in this gang may add 1 to any Toughness tests made when resisting Gas or Toxin weapons.

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

Drinking Hole
Held by The E-Thots
Income: d6x10 credits  ·  Boon: You may select 1-3 fighters to work this territory. If you do, you may draw the same number of Tactics Cards before the start of a battle and choose 1 to keep. However, the fighters working this territory become inebriated while drumming up rumors. Each fighter starts the battle with d3 Intoxicated markers (see: rules for Wild Snake).  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: “This One’s on the House!”: The controlling gang’s drinking hole has become a popular local place to get some R&R. Occaisionally, enemy gangs show up to wet their whistles. The bartenders know these ne’er-do-wells by sight and ply them with free drinks, making sure they’re all stumbling drunk when they leave. The controlling player may randomly select d3 fighters from the opponent’s crew. Each fighter starts the battle with d3 Intoxicated markers (see: rules for Wild Snake).

For the gangs that control them, drinking holes aren’t just places to rest and recuperate but valuable tools for keeping an ear to the ground for the goings on of the Lost Zone.

Fighting Pit
Held by Blue Sky Mine
Income: d6x5 credits  ·  Boon: Select one fighter to work this territory. Pit fighters are excellent, if brutal, teachers, and their lessons are comprehensive and long-lasting. If a fighter works this territory, they immediately gain d3 XP. However, if a 1 is rolled when determining Income, the fighter has been injured by their time in the pits. Make a roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they learn a lasting lesson and may roll up a random skill on the Combat skill list, but may never work this territory again.  ·  Upgrade 1: Set the Income of this Territory to d6x10  ·  Upgrade 2: Medics are Standing By: You may treat all Lasting Injury rolls made as a result of this territory as 31-45.

The fighting pits are more than just a form of entertainment, they’re a way for many gangers to earn extra coin and rep.

Fortune Teller
Income: d3x10 credits  ·  Boon: Select one fighter to work this territory. This fighter has agreed to submit to the fortune teller’s reading. Roll a d6: on a 2-6 the controlling player may Randomly draw one extra Tactics Card for each of their battles this campaign week. On a 1, the fighter hears something truly disturbing and refuses to take part in any battles this week. Do not draw an extra Tactics Card.  ·  Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Practice Makes Perfect: The fortune teller is getting better at this whole “predicting the future” thing. After deployment, but before the first priority roll of the game, the controlling player may re-deploy d3 members of their gang. Deployment rules must still be followed.

This soothsayer will tell you any future you want to hear, for the right price.

Ghast Grove
Unowned
Income: 15 credits  ·  Boon: Select one fighter to work this territory. This fighter may freely equip one does of Ghast before every battle.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: High Tolerance: If a member of the controlling gang uses Ghast, they may reroll any failed Willpower checks to use a psychic power.

Gangers often haze juves by having them spend a night in these groves, surrounded by the psychic echoes of their dead rivals.

Hab Block
Income: 15 credits  ·  Boon: Select one fighter to work this territory. Roll a dice when collecting income. If the result is a 6, the controlling gang may add a free Neophyte Hybrid to their gang roster. Equipment must be supplied by the controlling gang.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: A Better Class of Thug: Instead of a Hybrid, the controlling gang may now freely recruit an Abberant or a Hybrid with a free extra arm upgrade.

The hab blocks of the lost zone are long-neglected structures filled with folks who have either been forgotten by the hive… or wish to be. Basic amenities include: walls and a floor.

Local Chapel
Held by Cawconquistador
Income: 10 credits  ·  Boon: Select 1 fighter to work this territory. That fighter may “dip into” the alms box to add 2d3 credits to the gang’s stash when collecting Income. However, the local populace don’t like this much and may take out their frustration on the fighter. If both dice are 1s, roll on the Lasting Injury for this fighter and count all results of 11-26 as 31-45.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: Choir Practice: The holy hymns of the Emperor’s faithful have inspired the gang to calm surety. All members of the gang may add +1 to any Cool checks that they’re required to take.

The inhabitants of the lost zone haven’t kept much faith in their lives, but the few who seek out these chapels to pray for a second chance.

Local Chapel
Held by House Artamidae
Income: 10 credits  ·  Boon: Select 1 fighter to work this territory. That fighter may “dip into” the alms box to add 2d3 credits to the gang’s stash when collecting Income. However, the local populace don’t like this much and may take out their frustration on the fighter. If both dice are 1s, roll on the Lasting Injury for this fighter and count all results of 11-26 as 31-45.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: Choir Practice: The holy hymns of the Emperor’s faithful have inspired the gang to calm surety. All members of the gang may add +1 to any Cool checks that they’re required to take.

The inhabitants of the lost zone haven’t kept much faith in their lives, but the few who seek out these chapels to pray for a second chance.

Machine Shop
Held by Shadow Spectres
Income: 2d3x5 credits  ·  Boon: Select one fighter to work this territory. If that fighter has an Intelligence characteristic of 6+ or better, they’re able to repurpose some of the machines to make ammo for the gang. The controlling player automatically passes their first Ammo Check they’re required to take each battle while the condition for working this territory is met.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Bullet Cutting Tools: If the fighter working this territory has an Intelligence characteristic of 6+ or better, then the controlling gang may add one type of special ammunition to their stash per campaign week.

Choice few know how to properly machine and maintain equipment on Necromunda, and they can without fail be found in the machine shops of the Underhive.

Mineshaft
Income: d6x10 credits  ·  Boon: Select one fighter to work this terrtiory. If a 1 is rolled when rolling the dice to determine this territory’s Income, there has been a collapse! Roll a further d6. On a 1-3, place the fighter working this territory in Recovery. On a 4-6 the fighter escapes unharmed.  ·  Upgrade 1: Set the Income of this Territory to 2d6x10  ·  Upgrade 2: When a fighter is working this terrain, they are considered to have the Infiltrate skill from the Cunning skill tree.

This ancient mineshaft has been abandoned for centuries, its ore deposits depleted. Now it serves as a makeshift transport tunnel – just watch out for rotting support beams.

Mineshaft Lvl 2
Income: d6x10 credits  ·  Boon: Select one fighter to work this terrtiory. If a 1 is rolled when rolling the dice to determine this territory’s Income, there has been a collapse! Roll a further d6. On a 1-3, place the fighter working this territory in Recovery. On a 4-6 the fighter escapes unharmed.  ·  Upgrade 1: Set the Income of this Territory to 2d6x10  ·  Upgrade 2: Tunnel Rat: When a fighter is working this terrain, they are considered to have the Infiltrate skill from the Cunning skill tree.

This ancient mineshaft has been abandoned for centuries, its ore deposits depleted. Now it serves as a makeshift transport tunnel – just watch out for rotting support beams.

Narco Den
Held by The E-Thots
Income: 2d6x5 credits  ·  Boon: You may select any number of fighters to work this territory. While working this territory each fighter may ignore the effects of any Lasting Injuries. However, there is a risk of a fighter getting hooked on their gang’s own stash. Mark down how many times each fighter has worked this terrain on their fighter cards. Roll a d6 for each fighter working this terrain. On a result of 1, the fighter has become hooked and must spend some time detoxing. Place this fighter in Recovery. Subtract 1 from the dice roll for every time this fighter has worked this terrain past the first. For example, if the fighter has worked this terrain 3 times, subtract 2 from the dice roll to see if they need to go into Recovery.  ·  Upgrade 1: Set the Income of this Territory to 2d6x10  ·  Upgrade 2: Distribution Network: Each campaign week, add 1 does of Obscura to the controlling gang’s stash.

When drink isn’t enough to dull the pain of life in the lost zone, many turn to the narco dens, which are as lucrative for the gangs that control them as they are dangerous.

Prometheum Refinery
Held by Cawconquistador
Income: d3x10 credits  ·  Boon: Select one fighter to work this territory. That fighter skims a small bit of the refined prometheum to fashion into ammunition. That fighter may freely equip firestorm or inferno ammo.  ·  Upgrade 1: Set the Income of this Territory to 2d3x10  ·  Upgrade 2: High Octane: The controlling gang can now refine crude prometheum into some seriously flammable stuff. All flamers, incendiary charges, and fire-based ammunition increase their strength by 1, but gain gain the Unstable trait.

Raw prometheum is only as valuable as your ability to refine it and these stations are tightly guarded.

Prometheum Tap
Held by Cawconquistador
Income: 15 credits  ·  Boon: Select up to three fighters to work this territory. Each fighter may add Incendiary Charges to their fighter card while they work this territory.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: Gas Surplus: All flame-based weapons that the controlling gang employs gain the Plentiful trait. Flame based weapons include (but are not limited to!) flamers of all varieties, incendiary charges, and flamestorm and inferno ammunition.

Tapping into the prometheum lines without alerting the attention of those above can pay off huge dividends for a gang and the lost zone’s working taps are highly sought after.

Refuse Heap
Held by Shadow Spectres
Income: d6x5 credits  ·  Boon: Up to 3 fighters can sift through the garbage at the Refuse Heap. Generate Income for each fighter working this territory. However, for each roll of 1, one of the fighters will fall into a hidden pit, get attacked by a ferocious scavenger, or some suffer some equivalent fate. Place that fighter in Recovery.  ·  Upgrade 1: Add 1 to the result of each dice roll when determining Income for this territory.  ·  Upgrade 2: Good Scrap: The fighters working this territory have found something useful in the Refuse Heap. Roll a d6 and add the corresponding item to the controlling gang’s stash. 1-2: Ablative Overlay 3-4: Guttgerforged Cloak 5-6: Scrap Shield

 

In the underhive, one man’s trash is another man’s treasure. Or dinner, depending on how hungry they are.

Slime Farm
Income: 30 credits  ·  Boon: Select up to two fighters to work this territory. Any fighters working this territory are considered to be equipped with Gas Grenades.  ·  Upgrade 1: Set the Income of this Territory to 45.  ·  Upgrade 2: Nutritious Slime: The fighters working this territory have developed a taste for slime. They may ignore the first Flesh Wound suffered in each battle they fight.

Enterprising Underhivers raise toxic lifeforms for deadly poisons and potent chems.

Slime Farm
Unowned
Income: 30 credits  ·  Boon: Select up to two fighters to work this territory. Any fighters working this territory are considered to be equipped with Gas Grenades.  ·  Upgrade 1: Set the Income of this Territory to 45.  ·  Upgrade 2: Nutritious Slime: The fighters working this territory have developed a taste for slime. They may ignore the first Flesh Wound suffered in each battle they fight.

Enterprising Underhivers raise toxic lifeforms for deadly poisons and potent chems.

Slop House
Held by House of J
Income: 15 credits  ·  Boon: Add a slopper to the gang. If the territory is lost, so is the slopper.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: Brain Food: Being so well-fed allows the controlling gang to concentrate on what’s important. The controlling player may add 1 to any Willpower or Intelligence checks their gang is required to make.

When it comes to keeping a gang fed, there’s no finer meal in the lost zone than the slop house, which serves both varieties – brown and gray.

Slop House
Income: 15 credits  ·  Boon: Add a slopper to the gang. If the territory is lost, so is the slopper.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: Brain Food: Being so well-fed allows the controlling gang to concentrate on what’s important. The controlling player may add 1 to any Willpower or Intelligence checks their gang is required to make.

When it comes to keeping a gang fed, there’s no finer meal in the lost zone than the slop house, which serves both varieties – brown and gray.

Smuggling Routes
Income: 2d6x5 credits  ·  Boon: Boon: Smugglers sometimes thank gangs for maintaining valuable smuggling routes. As long this territory is worked, unless doubles are rolled, the owner may access the Black Market Reserve.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory, and unless doubles are rolled the owner may access the Trading Post Reserve.  ·  Upgrade 2: “Thanks For Keeping Us Safe”: One item that the controlling gang can purchase from Either Reserve is now sold at a 20-credit discount.

The tunnels and vents of the lost zone can provide valuable passage past the enforcers and so controlling one is extremely lucrative.

Smuggling Routes
Held by Shadow Spectres
Income: 2D6x5  ·  Boon: Smugglers sometimes thank gangs for maintaining valuable smuggling routes. As long this territory is worked, unless doubles are rolled, the owner may access the Black Market Reserve.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory, and unless doubles are rolled the owner may access the Trading Post Reserve.  ·  Upgrade 2: “Thanks For Keeping Us Safe”: One item that the controlling gang can purchase from Either Reserve is now sold at a 20-credit discount.

The tunnels and vents of the lost zone can provide valuable passage past the enforcers and so controlling one is extremely lucrative.

Soup Kitchen
Income: 10 credits  ·  Boon: The local vagrants appreciate the effort the controlling gang puts into keeping people fed. The controlling gang may add a free Hive Scum to their starting crew before each battle.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: “Did you hear what I heard?”: The controlling gang is kept informed by their network of local drifters and vagrants. The controlling player may add or subtract 1 to the first priority roll of each battle.

For those too poor to afford good slop, there’s always the soup made from the runoff. The miserable wretches the soup kitchens attract can often have good intel, however.

Soup Kitchen
Income: 10 credits  ·  Boon: The local vagrants appreciate the effort the controlling gang puts into keeping people fed. The controlling gang may add a free Hive Scum to their starting crew before each battle.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: “Did you hear what I heard?”: The controlling gang is kept informed by their network of local drifters and vagrants. The controlling player may add or subtract 1 to the first priority roll of each battle.

For those too poor to afford good slop, there’s always the soup made from the runoff. The miserable wretches the soup kitchens attract can often have good intel, however.

Toll Crossing
Held by House of J
Income: 2d6x5 credits  ·  Boon: Select two fighters to work this territory. Sometimes travelers don’t want to pay up, and a shootout may occur. If doubles have been rolled, one of the fighters working this territory has been injured during such an occurrence. Randomly determine one of the fighters working this territory and Roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they’ve learned an important lesson regarding readiness. Add the Overwatch skill to this fighter’s card.  ·  Upgrade 1: Set the Income of this Territory to 2d6x10  ·  Upgrade 2: Bottleneck: The controlling gang knows their oponent is coming. After deployment, but before the first priority roll of the game, the controlling gang may re-deploy up to 3 friendly fighters following the normal rules for deployment.

Bilking the normies out of their hard-earned Imperial eagles in exchange for passage across your turf is as honest a living as any you’ll find in the Lost Zone.

Upper Gantries
Income: 10 credits  ·  Boon: Select 1-3 fighters to work this terrain. During deployment, these fighters may be deployed anywhere on the table that is at least 2 levels or 6″ above the ground level, whichever is shortest. Roll a d6 for each fighter deployed in this fashion. On a 1, they’ve slipped and fallen on their way down from the gantries. place them on the ground level and treat them as if they’ve just fallen 6″.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: A Big Switch: The controlling player’s fighters have found a really big switch up in the gantries. It’s the light switch for the whole dome! At the start of any battle, the controlling player can decide to have their fighters throw the switch before they come down. Use the Pitch Black rules for that scenario.

The cranes, girders, and scaffolding that support the spires provide a vantage point to watch over the underhive.

Ventilation Shaft
Unowned
Income: 10 credits  ·  Boon: Select between 1 to 3 fighters to work this terrain. Each fighter may take advantage of the ventilation network and is considered to have the Infiltrate skill while they work this terrain. However, the ventilation network is confusing, and it is very easy to become lost. If the player controlling this terrain decides to use the Infiltrate skill of any fighter who gains it from working this terrain, they must roll an Intelligence check for that fighter. If it is failed, the fighter has become lost and will not take part in the coming battle..  ·  Upgrade 1: Set the Income of this Territory to 10+2d6.  ·  Upgrade 2: Trail Blazes: The fighters working this terrain are more familiar with the ventilation network thanks to a series or trail markings left by passing friendlies. Re-roll any failed Intelligence tests when determining if any fighters are lost in the vents before a battle.

Ventilation shafts crisscross throughout the lost zone and for gangers who know how to navigate them they’re as valuable an asset as any road.

Water Still
Unowned
Income: 2d6x5 credits  ·  Boon: Select one fighter to work this territory. If the dice roll for Income for this territory is a double, the fighter working this territory has caught a stomach bug. They are placed in Recovery with severe intestinal distress.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Filters: The fighter working this territory is no longer at risk from single-cell lifeforms in the water. They cannot be put into a Recovery as a result of the Income roll.

While “potable” is an extremely generous term for his particular liquid, it is the lifeblood of the underhive nonetheless.

Water Still
Income: 2d6x5 credits  ·  Boon: Select one fighter to work this territory. If the dice roll for Income for this territory is a double, the fighter working this territory has caught a stomach bug. They are placed in Recovery with severe intestinal distress.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Filters: The fighter working this territory is no longer at risk from single-cell lifeforms in the water. They cannot be put into a Recovery as a result of the Income roll.

While “potable” is an extremely generous term for his particular liquid, it is the lifeblood of the underhive nonetheless.

Water Tap Lvl1
Held by Blue Sky Mine
Income: 2d6x5 credits  ·  Boon: Select one fighter to work this territory. If the dice rolled for income show a double, collect income as normal, but the Water Guild is getting wise to the gang’s effort to steal the life-giving fluid. During the next campaign week, Income may not be collected from this territory. Mark that down on the gang’s roster so it is not forgotten.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: The controlling gang is in excellent condition thanks to all the water they’re able to consume. Whenever a member of the gang would suffer a Flesh Wound, roll a dice. On a 5+, the Flesh Wound is discarded.

The most valuable asset in the lost zone is not the prometheum that fuels the fires of industry but clean, potable drinking water.

Whispertrade Lvl1
Held by House of J
Income: 20 credits  ·  Boon: Select two fighters to work this territory. The controlling player’s fighters have been spreading rumors about an opposing gang leader. Roll an Intelligence check for both fighters working this territory. If either one is passed, then for every battle the controlling player takes part in this week, any opposing Leaders must subtract 1 from any Cool or Leadership checks they’re required to make.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: “I heard a rumor…”: Select one enemy fighter from the opposing gang before each battle. The two fighters working this terrain have discovered a glaring weakness in that enemy fighter’s fighting style. For the rest of the battle, any fighters working this terrain get a +1 to hit modifier against this enemy fighter in close combat.

Talk isn’t always cheap, depending on who’s doing the talking.

Gang ComponentsConsumables UsedEnemies Permanently KilledLoot Boxes ClaimedReputationTerror Level
Big and little friends 73 0 0 24 0 0
Blue Sky Mine 26 6 3 13 0 0
Building Resources and Infrastructure Engineering NPC 0 0 0 0 0 0
Cawconquistador 0 0 1 3 3 0
Cult Action Heroes 65 0 1 10 8 0
House Artamidae 0 0 0 0 1 11
House of J 30 0 0 14 17 0
Lightning Ridge Rangers 52 0 0 11 6 0
Shadow Spectres 70 0 0 7 7 0
The Delegation of Chungus. 31 0 4 7 6 0
The E-Thots 60 0 0 0 7 0
The silent scuttle 1 0 0 0 0 0

Battles

Action Log

BossmekHouse of J
2 weeks ago

Added 205¢

Outcome: +205¢ (to 315¢)
BossmekHouse of J
2 weeks ago

Hired Ilbard (20¢)

Outcome: Credits remaining: 110¢
BossmekHouse of J
2 weeks ago

Added 2 XP for Jon - Additional

Outcome: Current: 15 XP, Total: 22 XP
BossmekHouse of J
2 weeks ago

Added 1 XP for Gunther - Additional

Outcome: Current: 16 XP, Total: 23 XP
BossmekHouse of J
2 weeks ago

Added 1 XP for Cyber-mastiff - Additional

Outcome: Current: 9 XP, Total: 9 XP
View all 1758 actions →

Captured Fighters

View all →

No fighters have been captured yet.