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
Assets
Manage Assets →|
Archaeobazaar
Income: d6x10 credits
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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.
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Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.
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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
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The Delegation of Chungus. |
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Archaeotech Dig Level 2
Income: 10 credits
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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.
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Upgrade 1: Set the Income of this Territory to 20.
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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
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The Delegation of Chungus. |
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Beast Kennels Lvl2
Income: d3x10 credits
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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.
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Upgrade 1: Set the Income of this Territory to 2d3x10
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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.
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House Artamidae |
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Blood Covered Altar
Income: 10 credits
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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.
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Upgrade 1: Set the Income of this Territory to 20.
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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.
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Unowned |
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Chem Pit
Income: 2d6x3 credits
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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.
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Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.
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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.
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The Delegation of Chungus. |
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Chem Pit
Income: 2d6x3 credits
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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.
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Upgrade 1: Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.
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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.
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The E-Thots |
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Drinking Hole
Income: d6x10 credits
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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).
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Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.
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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).
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The E-Thots |
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Fighting Pit
Income: d6x5 credits
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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.
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Upgrade 1: Set the Income of this Territory to d6x10
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Upgrade 2: Medics are Standing By: You may treat all Lasting Injury rolls made as a result of this territory as 31-45.
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Blue Sky Mine |
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Fortune Teller
Income: d3x10 credits
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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.
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Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.
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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.
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Cult Action Heroes |
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Ghast Grove
Income: 15 credits
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Boon: Select one fighter to work this territory. This fighter may freely equip one does of Ghast before every battle.
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Upgrade 1: Set the Income of this Territory to 30.
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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.
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Unowned |
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Hab Block
Income: 15 credits
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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.
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Upgrade 1: Set the Income of this Territory to 30.
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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.
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Cult Action Heroes |
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Local Chapel
Income: 10 credits
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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.
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Upgrade 1: Set the Income of this Territory to 20.
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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.
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House Artamidae |
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Local Chapel
Income: 10 credits
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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.
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Upgrade 1: Set the Income of this Territory to 20.
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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.
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Cawconquistador |
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Machine Shop
Income: 2d3x5 credits
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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.
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Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.
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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.
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Shadow Spectres |
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Mineshaft
Income: d6x10 credits
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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.
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Upgrade 1: Set the Income of this Territory to 2d6x10
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Upgrade 2: When a fighter is working this terrain, they are considered to have the Infiltrate skill from the Cunning skill tree.
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Cult Action Heroes |
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Mineshaft Lvl 2
Income: d6x10 credits
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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.
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Upgrade 1: Set the Income of this Territory to 2d6x10
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Upgrade 2: Tunnel Rat: When a fighter is working this terrain, they are considered to have the Infiltrate skill from the Cunning skill tree.
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House Artamidae |
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Narco Den
Income: 2d6x5 credits
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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.
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Upgrade 1: Set the Income of this Territory to 2d6x10
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Upgrade 2: Distribution Network: Each campaign week, add 1 does of Obscura to the controlling gang’s stash.
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The E-Thots |
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Prometheum Refinery
Income: d3x10 credits
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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.
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Upgrade 1: Set the Income of this Territory to 2d3x10
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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.
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Cawconquistador |
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Prometheum Tap
Income: 15 credits
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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.
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Upgrade 1: Set the Income of this Territory to 30.
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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.
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Cawconquistador |
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Refuse Heap
Income: d6x5 credits
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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.
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Upgrade 1: Add 1 to the result of each dice roll when determining Income for this territory.
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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
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Shadow Spectres |
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Slime Farm
Income: 30 credits
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Boon: Select up to two fighters to work this territory. Any fighters working this territory are considered to be equipped with Gas Grenades.
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Upgrade 1: Set the Income of this Territory to 45.
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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.
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The silent scuttle |
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Slime Farm
Income: 30 credits
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Boon: Select up to two fighters to work this territory. Any fighters working this territory are considered to be equipped with Gas Grenades.
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Upgrade 1: Set the Income of this Territory to 45.
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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.
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Unowned |
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Slop House
Income: 15 credits
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Boon: Add a slopper to the gang. If the territory is lost, so is the slopper.
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Upgrade 1: Set the Income of this Territory to 30.
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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.
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House of J |
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Slop House
Income: 15 credits
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Boon: Add a slopper to the gang. If the territory is lost, so is the slopper.
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Upgrade 1: Set the Income of this Territory to 30.
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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.
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The silent scuttle |
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Smuggling Routes
Income: 2d6x5 credits
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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.
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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.
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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.
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The silent scuttle |
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Smuggling Routes
Income: 2D6x5
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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.
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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.
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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.
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Shadow Spectres |
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Soup Kitchen
Income: 10 credits
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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.
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Upgrade 1: Set the Income of this Territory to 20.
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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.
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Lightning Ridge Rangers |
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Soup Kitchen
Income: 10 credits
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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.
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Upgrade 1: Set the Income of this Territory to 20.
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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.
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Big and little friends |
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Toll Crossing
Income: 2d6x5 credits
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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.
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Upgrade 1: Set the Income of this Territory to 2d6x10
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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.
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House of J |
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Upper Gantries
Income: 10 credits
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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″.
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Upgrade 1: Set the Income of this Territory to 20.
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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.
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Big and little friends |
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Ventilation Shaft
Income: 10 credits
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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..
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Upgrade 1: Set the Income of this Territory to 10+2d6.
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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.
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Unowned |
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Water Still
Income: 2d6x5 credits
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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.
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Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.
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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.
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Unowned |
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Water Still
Income: 2d6x5 credits
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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.
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Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.
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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.
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Big and little friends |
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Water Tap Lvl1
Income: 2d6x5 credits
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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.
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Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.
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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.
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Blue Sky Mine |
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Whispertrade Lvl1
Income: 20 credits
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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.
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Upgrade 1: Set the Income of this Territory to 30.
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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.
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House of J |
Resources
Manage Resources →| Gang | Components | Consumables Used | Enemies Permanently Killed | Loot Boxes Claimed | Reputation | Terror Level |
|---|---|---|---|---|---|---|
| Big and little friends | 88 | 0 | 0 | 19 | 0 | 0 |
| Blue Sky Mine | 56 | 6 | 3 | 13 | 0 | 0 |
| Building Resources and Infrastructure Engineering NPC | 0 | 0 | 0 | 0 | 0 | 0 |
| Cawconquistador | 30 | 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 | 11 | 0 |
| Lightning Ridge Rangers | 52 | 0 | 0 | 8 | 5 | 0 |
| Shadow Spectres | 70 | 0 | 0 | 7 | 7 | 0 |
| The Delegation of Chungus. | 31 | 0 | 4 | 7 | 6 | 0 |
| The E-Thots | 30 | 0 | 0 | 0 | 5 | 0 |
| The silent scuttle | 1 | 0 | 0 | 0 | 0 | 0 |
Battle Reports
Action Log
Reassigned Mesh armour from Jimmy to Jóse 2 (15¢)
Outcome: Credits remaining: 420¢Reassigned Mesh armour from Gunther to Jimmy (15¢)
Outcome: Credits remaining: 420¢Equipped Gunther with Hardened layered flak armour from stash (35¢)
Outcome: Credits remaining: 420¢Bought Hardened layered flak armour for Stash (35¢)
Outcome: Credits remaining: 420¢Equipped Jeramiah with Autogun from stash (15¢)
Outcome: Credits remaining: 455¢Captured Fighters
View all →No fighters have been captured yet.