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WoodTierCampaignTick Tock It's Skirmish O'Clock

Tick Tock It's Skirmish O'Clock

Unlisted
Status
In Progress
Arbitrators
Phase
Occupation
Budget
1000¢

Game Resource doc

Occupation

Cycle 1 - 15/06 to 28/06
Cycle 2 - 29/06 to 12/07
Cycle 3 - 13/07 to 02/08

Downtime 

Cycle 1 - 03/08 to 16/08
Cycle 2 - 17/08 to 30/08

Takeover

Cycle 1 - 31/08 to 13/09
Cycle 2 - 14/09 to 27/09
Cycle 3 - 28/09 to 04/10

As the dust falls after another Spyrer venture into the underhive, a dome collapses. Sinking into the ground, it reveals yet another layer of scum and villainy, previously insulated from the rest of the hive by sealed bulkheads and welded gates. What marvels and riches will be discovered for the taking?
Even as resident scum & mutants scurry for cover, the first shots are exchanged.

But all is not as simple as the typical ganger hive war.

As the gangs of House Cawdor, Goliath, and Van Saar rush to gain footholds in this new section of the underhive, the collapsed section of dome even opens sinkholes under the exterior hive walls, permitting Nomads into this fertile new ground. And Nomads have no reason to leave anything but ash in their wake as they plunder & pillage.

Having bid for the salvage contract granted by the Spyrers prior to their ascent back to the spires above, Goudstorm Charter find themselves competing with two new players to the scene in BelCo Mining, and Sol Logistics. 

It's all to play for...

Assets

Territories
A1: Needle Ways

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.

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

A2: Sludge Sea

Effluent and polluted water drains down through the hive to catch in brown pools, forming lakes of fuming, iridescent sludge.
Equipment: Whilst it controls this Territory, three fighters in the gang gain choke gas grenades for free.

A3: Slag Furnace
Unowned

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

This Territory grants the Black Iron Cage Ragers the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

A4: Workshop
Held by BelCo Mining

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.
Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income.
Recruit: If the gang is a Law-abiding gang, they may recruit an Ammo-jack Hanger-on for free.

A5: Tunnels
Held by Sol Logistics

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.
Special: Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase, the player sets up two 2" wide tunnel entrance markers on any table edge on the ground surface of the battlefield. During the Priority phase of each turn, roll a D6. On a 4+, the group of fighters arrive on the battlefield. That turn they may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The members of the group must all arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle.

This Territory grants Belco Mining & Sol Logistics the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Special: The gang may choose to deploy up to six fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle.

A6: Refuse Drift
Unowned

Vast agglomerations of refuse gather in areas of the underhive in drifts that shift like dunes in a desert.
Income: The gang earns 2D6x5 credits from this Territory when collecting income. However, if a double is rolled, a randomly determined fighter has a nasty encounter with a waste-lurker and must miss the next battle whilst they recover. No income is lost.

This Territory grants The Emperor's Mercy the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns 2D6x5 credits from this Territory when collecting income. A Cawdor gang has no risk of encountering a nasty waste-lurker.

A7: BelCo Mining - Hideout
Held by BelCo Mining

Cannot be lost or staked on the outcome of a battle.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. If one of the D6 rolls is a 6, they generate a single free later generation Neophyte Hybrid. If both of the D6 roll a 6, this becomes an early generation Neophyte Hybrid.

B1: Tech Bazaar

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.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6. The gang may immediately choose one Rare (X) item from the Trading Post where X is less than or equal to the dice roll and add it to their Stash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common weapon or piece of equipment to add to the gang's Stash for half of its usual value, rounded down. If the roll is 3 or lower, then the fighter proves to be very poor at haggling and no equipment is gained. If the fighter selected has Exotic Furs, add +1 to the result of the 2D6 dice roll.

This Territory grants the Neutro-Syntek Kabal the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.

B2: Neutro-Syntek Kabal - Hideout

Cannot be lost or staked on the outcome of a battle.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

B3: Mine Workings

An open cast mine bored into a mineral mass can yield a fortune in carbonite gems, cognate ore, argent and emeralds, all waiting to be ripped from the ground.
Income: The gang earns D6x10 credits from this Territory when collecting income. The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captive working the mine, generate an additional D6x10 credits. If the Territory changes control, all of the Captives remain working the mine and can be ransomed back to their original owners if the Territory's new owner wishes. A Captive sent to the mines may not subsequently be Sold to the Guild. While a Captive is working the mine, their gang may attempt a Rescue Mission at any time.

This Territory grants Goudstorm Charter, BelCo Mining & Sol Logistics the following Boon:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

B4: Old Ruins (formerly Gambling Den)
Unowned

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

B5: Smelting Works

Crags and seams of valuable slag can be found across the underhive, mute markers to the ancient industries that grew the Spire.
Income: The gang earns D6x5 credits from this Territory when collecting income.

This Territory grants the Black Iron Cage Ragers the following Boon:
Income: The gang earns 2D6x5 credits from this Territory when collecting income. If the gang also controls a Slag Furnace, this is increased to 2D6x10 credits.

B6: Black Iron Cage Ragers - Hideout

Cannot be lost or staked on the outcome of a battle.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

B7: Old Ruins (Ex-Fighting Pits)
Unowned

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

C1: Settlement

Settlements dot the underhive. Most are scrapshanties, 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.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

C2: The Emperor's Mercy - Hideout

Cannot be lost or staked on the outcome of a battle.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

C3: Toll Crossing
Unowned

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

This Territory grants BelCo Mining & Sol Logistics the following Boon:
Special: Whilst it controls this Territory, the gang has Priority in the first round of any battle. Any gang in the campaign may pay the gang 20 credits to gain the same benefit in a single battle against another gang.

C4: Corpse Farm
Held by Sol Logistics

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.
Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.

This Territory grants The Emperor's Mercy the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: When collecting income, the gang gains 2D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.

C5: Synth Still

Constructed from tangles of reclaimed pipes, vats and cylinders, a synth still in skilled hands can produce the finest poisons, medicines and narcotics.
This Territory grants the following Boon:
Special: Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common.

This Territory grants Goudstorm Charter the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Special: Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common, and halves the cost of these items (rounding up).

C6: Archaeotech Device

These are relics from a long lost age, when the hive had not yet grown to the sky. They possess strange capabilities, wondrous power and danger in equal measure.
Special: Any number of weapons owned by the gang may be given one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Trait and new weapons purchased later may also be given this Trait. These weapons also gain the Unstable Trait. If the Territory is lost, the weapons lose these additional Traits.

This Territory grants the Neutro-Syntek Kabal the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Special: The gang may give any number of weapons it owns two of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Traits and new weapons purchased later may also be given these Traits. These weapons also gain the Unstable trait. If the Territory is lost, the weapons lose these additional Traits.

C7: Sol Logistics - Hideout
Held by Sol Logistics

Cannot be lost or staked on the outcome of a battle.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. If one of the D6 rolls is a 6, they generate a single free later generation Neophyte Hybrid. If both of the D6 roll a 6, this becomes an early generation Neophyte Hybrid.

D1: Goudstorm Charter - Hideout

Cannot be lost or staked on the outcome of a battle.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

D2: Old Ruins (Ex-Promethium Cache)
Unowned

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

D3: Generatorium

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.
Special: If their gang controls this Territory, a player may choose to stall the generators, temporarily cutting the power to the area in which a battle is taking place and plunging it into darkness. The player may declare they will do this at the beginning of any Priority phase, before the roll for Priority.
For the remainder of the battle, the Pitch Black rules are in effect. However, at the start of each End phase, there is a chance that the generators will automatically restart and the lights flood back. At the start of each End phase, before making any Bottle checks, the player that controls this Territory rolls a D6. If the result is a 5 or more, the generators restart and the Pitch Black rules immediately cease to be in effect. If the roll is a 1-4, the generators stay silent.

This Territory grants the Neutro-Syntek Kabal the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

D4: Bone Shrine

Shrines of bones and noose-ropes are common in the underhive, and even the most cold-blooded ganger will rarely pass one without throwing in a cred as a plea for a blessing.
Income: The gang earns 2D6x5 credits from this Territory when collecting income.

This Territory grants The Emperor's Mercy the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Income: The gang earns 4D6x5 credits from this Territory when collecting income.

D5: Collapsed Dome
Held by Sol Logistics

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.
Income: When collecting income from this Territory, the controlling player may choose to roll between 2D6x10 and 6D6x10. However, if a double is rolled, then no income is generated and a random fighter from the gang rolls on the Lasting Injury table.

D6: Rogue Doc Shop
Unowned

A sawbones, blood cleanser or chirurgeon has set up shop. Any gang willing to provide this rogue healer with protection can count on their loyal service.
Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income.
Recruit: If the gang is a Law-abiding gang, they may recruit a Rogue Doc Hanger-on for free.

D7: The Kindling Kindred - Nomad's Outpost

Income: The gang earns 2D6x10 credits from this Territory when collecting income.
Gang Assault: A gang can never take control of a Nomads Outpost. If, however, a gang should assault the Nomads Outpost and win the ensuing battle, that gang will gain 5 Reputation.

When the Nomads Outpost is assaulted, the battle will automatically use the rules for Tunnel Warfare (see page 185 of the Necromunda Core Rulebook).
The player that controls the Ash Waste Nomads sets up all of the tiles, doors, barricades and any other terrain features. They also decide if any of the doors are locked. The player who controls the Ash Waste Nomads treats all doors as unlocked, and can relock any door.
The player who controls the Ash Waste Nomads automatically has the Home Turf Advantage when the Nomads Outpost is assaulted.

Battles

Action Log

allclawsandnoteethSol Logistics
1 day, 13 hours ago

Reassigned Psychic familiar from Fagin to Theodora (25¢)

Outcome: Credits remaining: 0¢
allclawsandnoteethSol Logistics
2 days, 7 hours ago

Equipped Tank with Shotgun from stash (30¢)

Outcome: Credits remaining: 0¢
allclawsandnoteethSol Logistics
2 days, 7 hours ago

Bought Mining laser* for Tank (125¢)

Outcome: Credits remaining: 0¢
allclawsandnoteethSol Logistics
2 days, 7 hours ago

Hired Tank (130¢)

Outcome: Credits remaining: 125¢
allclawsandnoteethSol Logistics
2 days, 7 hours ago

Added 40¢: Cost of recovered, items from Apoc (Dead.)

Outcome: +40¢ (to 255¢)
View all 939 actions →

Captured Fighters

No fighters have been captured yet.