Skip to main content

Meat feast

Public
Status
In Progress
Arbitrators
Phase
Insurrection
INSURRECTION PHASE The first part of the Uprising Campaign charts the rise of the rebellion and the destruction of reason and law within the hive. At the beginning of each campaign week, gangs receive the benefits from their Territories. At the end of each campaign week in which Uprising gains Ascendancy (see below), each player must choose one of their Territories to become Ruined ASCENDANCY A key part of the Uprising Campaign is the struggle between the Uprising and the iron authority of the Imperium. As each side waxes and wanes in strength, entire regions of the hive are turned into war zones and, piece by piece, the great city descends deeper into unrestrained mayhem. At the start of the first campaign week, Order will automatically have Ascendancy. At the end of each campaign week, the Arbitrator tallies up the number of scenarios won by the Outlaws and the number won by Order. The side with the most victories gains, or retains, Ascendancy for the following campaign week. In the case of a tie, whichever side has Ascendancy retains it. ASCENDANCY EFFECTS Ascendancy has an effect on every battle, reflecting the ebb and flow of the Uprising. When fighting a battle, during the pre-battle sequence, the player who issued the challenge rolls a D6. If the Uprising has Ascendancy then apply the result from the Outlaw Uprising table. If Order has Ascendancy, then apply the result from The bonds of order table See campaign book for tables to roll on
Budget
1000¢
Uprising
Uphold order or succumb to anarchy as hunger grips Hive Zeta-9.

Zeta-9 was once a functioning lower level of Hive Hekaton. Now, the sump is rising, lights are failing, and vox silence shrouds entire hab-blocks. Rumors speak of corpse-starch shortages, corpse-grinders on the hunt, and redemptionists burning out the infection with fire.

In the shadows, discontent grows and an uprising begins. The Enforcers are stretched thin. The Guilders have fled. The underhive is ready to erupt.

“We don’t go below Level 400 anymore. Not since the lights went out. Not since the screams started echoing through the vents.” — Guilder Harvek Dorn, one week before vanishing without trace

Assets

Territories
Ash Gate
Held by Thee Asholes

ASH GATE

The great ash gates that connect a hive to the wastes and other regions of Necromunda are the loci of trade and contact with the outside world.

TERRITORY BOON

Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Income: Add 2D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Scavenging: Add 2D3 Scavenging rolls to the controlling gang's Stash.

Ash Gate
Held by The Last Edict

ASH GATE

The great ash gates that connect a hive to the wastes and other regions of Necromunda are the loci of trade and contact with the outside world.

TERRITORY BOON

Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Income: Add 2D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Scavenging: Add 2D3 Scavenging rolls to the controlling gang's Stash.

Ash Gate
Held by The Pit Spiders

ASH GATE

The great ash gates that connect a hive to the wastes and other regions of Necromunda are the loci of trade and contact with the outside world.

TERRITORY BOON

Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Income: Add 2D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Scavenging: Add 2D3 Scavenging rolls to the controlling gang's Stash.

Ash Gate

ASH GATE

The great ash gates that connect a hive to the wastes and other regions of Necromunda are the loci of trade and contact with the outside world.

TERRITORY BOON

Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Income: Add 2D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Scavenging: Add 2D3 Scavenging rolls to the controlling gang's Stash.

Fungal Sprawl
Held by Patrol D-97

FUNGAL SPRAWL

Fungal growths can dominate entire hive levels, and are both dangerous and profitable in equal measure; there being much wealth a gang can find among their wilds.

TERRITORY BOON

Equipment: Roll a D6 for each fighter in the controlling gang. On a 6, the player can choose to have one of the fighter's Melee weapons gain the Toxin trait for the duration of the Campaign Week. Weapons with the Toxin trait have a Strength characteristic of '-.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Equipment: Roll a D6 for each fighter in the controlling gang. On a 6, the player can choose to have one of the fighter's Melee weapons gain the Toxin trait for the duration of the Campaign Week. Weapons with the Toxin trait have a Strength characteristic of -

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Guilder Stronghold
Held by Darkest Storms

GUILDER STRONGHOLD

The Merchant Guilds manage the exchanges between Houses, and are centres for commerce and control in every hive.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Patrolman, a Skinner, a Ganger or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 40 credits of equipment purchased from their Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 3+, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Scavenging: Add a Scavenging roll to the controlling gang's Stash.

Hab Level
Held by 1st LADIES

HAB LEVEL

Huge sections of the hive are given over to residential habitation, blocks of tiny living spaces and coffin quarters where workers might rest briefly between cycles.

TERRITORY BOON

Reputation: Whist it controls this Territory, the gang adds D6 to its Reputation.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Scavenging: Add D3 Scavenging rolls to the controlling gang's stash.

Hab Level
Held by Thee Asholes

HAB LEVEL

Huge sections of the hive are given over to residential habitation, blocks of tiny living spaces and coffin quarters where workers might rest briefly between cycles.

TERRITORY BOON

Reputation: Whist it controls this Territory, the gang adds D6 to its Reputation.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Scavenging: Add D3 Scavenging rolls to the controlling gang's stash.

Hab Level

HAB LEVEL

Huge sections of the hive are given over to residential habitation, blocks of tiny living spaces and coffin quarters where workers might rest briefly between cycles.

TERRITORY BOON

Reputation: Whist it controls this Territory, the gang adds D6 to its Reputation.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Scavenging: Add D3 Scavenging rolls to the controlling gang's stash.

Manufactorum Level
Held by Patrol D-97

MANUFACTORUM LEVEL

Heavy industry is the heart and soul of Necromunda, the hives churning out vast amounts of weapons and wargear for its people and the greater Imperium.

TERRITORY BOON

Equipment: The controlling gang can add up to 30 credits worth of weapons or Wargear from its

Gang Equipment List to its Stash for free.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D3 portions of Meat to the controlling gang's Stash.

Scavenging: Add D3 Scavenging rolls to the controlling gang's Stash.

Precinct Fortress
Held by The Last Edict

PRECINCT-FORTRESS

Each hive zone operates under the watchful eye of an Enforcer Precinct-Fortress - each one an impressive fortification and a symbol of Lord Helmawr's authority.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Precinct Fortress
Held by Patrol D-97

PRECINCT-FORTRESS

Each hive zone operates under the watchful eye of an Enforcer Precinct-Fortress - each one an impressive fortification and a symbol of Lord Helmawr's authority.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Settlement

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits.

Fighters gained in this way come equipped with 25 credits of equipment purchased from their

Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Settlement

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits.

Fighters gained in this way come equipped with 25 credits of equipment purchased from their

Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Settlement
Held by 1st LADIES

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits.

Fighters gained in this way come equipped with 25 credits of equipment purchased from their

Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Settlement

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits.

Fighters gained in this way come equipped with 25 credits of equipment purchased from their

Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Settlement
Held by The Pit Spiders

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits.

Fighters gained in this way come equipped with 25 credits of equipment purchased from their

Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Settlement
Held by Darkest Storms

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits.

Fighters gained in this way come equipped with 25 credits of equipment purchased from their

Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Settlement
Held by Thee Asholes

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits.

Fighters gained in this way come equipped with 25 credits of equipment purchased from their

Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Settlement

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits.

Fighters gained in this way come equipped with 25 credits of equipment purchased from their

Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Slave Pits

SLAVE PITS

Pit fighting is a common pastime throughout the underhive, offering both a venue for gangs to place wagers as well as hone the fighting skills of their gangers.

TERRITORY BOON

Training: Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Training: Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP.

Starvation: Add D3 portions of Meat to the controlling gang's Stash.

Slave Pits
Held by 1st LADIES

SLAVE PITS

Pit fighting is a common pastime throughout the underhive, offering both a venue for gangs to place wagers as well as hone the fighting skills of their gangers.

TERRITORY BOON

Training: Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Training: Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP.

Starvation: Add D3 portions of Meat to the controlling gang's Stash.

Thermal Vent

THERMAL VENT

Heat and light are vital commodities in a hive, and controlling them provides a powerful resource to trade for a gang as well as significantly better living conditions.

TERRITORY BOON

Better Living: The controlling gang is able to find a competent cook. At the end of Step 2 of the pre-battle sequence, roll a D6 for each of the gang's fighters that is In Recovery. On a 6, a constant supply of good food has helped them recover more quickly - their In Recovery box on the gang roster is cleared, and they are now available for this battle.

Income: Add 2D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D3 portions of Meat to the controlling gang's Stash.

Scavenging: Add a Scavenging roll to the controlling gang's Stash.

Thermal Vent

THERMAL VENT

Heat and light are vital commodities in a hive, and controlling them provides a powerful resource to trade for a gang as well as significantly better living conditions.

TERRITORY BOON

Better Living: The controlling gang is able to find a competent cook. At the end of Step 2 of the pre-battle sequence, roll a D6 for each of the gang's fighters that is In Recovery. On a 6, a constant supply of good food has helped them recover more quickly - their In Recovery box on the gang roster is cleared, and they are now available for this battle.

Income: Add 2D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D3 portions of Meat to the controlling gang's Stash.

Scavenging: Add a Scavenging roll to the controlling gang's Stash.

Wall Outpost
Held by The Last Edict

WALL OUTPOST

The wall separates the Spire and its nobles from the rest of the hive. It is heavily fortified and those living within its shadows benefit from the trade that passes through it.

TERRITORY BOON

Finest Things: When purchasing weapons and Wargear, the controlling gang reduces the cost of equipment of 100 credits or more by 25 credits.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Finest Things: The controlling gang may re-roll one Scavenging roll in each post-battle sequence.

Scavenging: Add one Scavenging roll to the controlling gang's Stash.

Wall Outpost

WALL OUTPOST

The wall separates the Spire and its nobles from the rest of the hive. It is heavily fortified and those living within its shadows benefit from the trade that passes through it.

TERRITORY BOON

Finest Things: When purchasing weapons and Wargear, the controlling gang reduces the cost of equipment of 100 credits or more by 25 credits.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Finest Things: The controlling gang may re-roll one Scavenging roll in each post-battle sequence.

Scavenging: Add one Scavenging roll to the controlling gang's Stash.

Wastelands
Held by Darkest Storms

WALL OUTPOST

The wall separates the Spire and its nobles from the rest of the hive. It is heavily fortified and those living within its shadows benefit from the trade that passes through it.

TERRITORY BOON

Finest Things: When purchasing weapons and Wargear, the controlling gang reduces the cost of equipment of 100 credits or more by 25 credits.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Finest Things: The controlling gang may re-roll one Scavenging roll in each post-battle sequence.

Scavenging: Add one Scavenging roll to the controlling gang's Stash.

Battles

Action Log

5 days, 6 hours ago

Bought Reclaimed autogun for Yusuf "cheesy" Musa (10¢)

Outcome: Credits remaining: 27¢
5 days, 6 hours ago

Bought Mesh armour for Yusuf "cheesy" Musa (15¢)

Outcome: Credits remaining: 37¢
5 days, 6 hours ago

Hired Yusuf "cheesy" Musa (50¢)

Outcome: Credits remaining: 52¢
6 days, 1 hour ago

Hired Shotgun Sarah (50¢)

Outcome: Credits remaining: 102¢
6 days, 1 hour ago

Bought Lho sticks for Pedro "Deadeye" Lassetro (5¢)

Outcome: Credits remaining: 152¢
View all 1165 actions →

Captured Fighters

No fighters have been captured yet.