This campaign charts the gradual decay of "civilised" life in Hive Obitus, as society descends into anarchy and chaos. It also marks the very earliest signs of the outbreak of the Dreadtide.
The Tide Before the Storm
History is seldom kind enough to announce the moment at which it changes forever.
Those refugees who survived the fall of Hive Obitus would, in later years, argue endlessly over when the Dreadtide truly began. Some claimed it was the unexplained closure of the Ashwater Conduits beneath Sump Level Twelve. Others insisted it began with the disappearance of an entire Guild caravan somewhere beneath the Rust Warrens. Still others would swear that the first signs were stranger still; whispers carried through ventilation shafts where no voice should have travelled, workers abandoning their posts without explanation, or neighbours who simply ceased to answer their doors despite lights still burning within.
They were all wrong.
By the time anyone thought to look for a beginning, the rot had already taken hold.
In those first weeks, Hive Obitus remained, to all outward appearances, a functioning city. The manufactoria belched smoke into the poisoned skies. The transit lines rattled ceaselessly through rust-choked tunnels. Guild caravans continued to ply their dangerous routes beneath the watchful eyes of hired guns, while Enforcer precincts recorded yet another cycle of gang murders, disappearances and food riots with bureaucratic indifference.
No proclamation heralded disaster. No alarms sounded. There was simply... more. More missing persons. More abandoned habs. More reports of entire settlements refusing entry to travellers. More corpses than anyone remembered seeing before.
The underhive had always consumed its own. A handful more dead scarcely warranted investigation. Yet something had changed.
The violence was becoming... directionless.
Gangs that had feuded for generations abandoned profitable territories overnight without explanation. Scavengers returned from forgotten tunnels speaking of settlements standing silent, their fires still burning but their inhabitants nowhere to be found. Corpse Guild collectors began refusing certain districts altogether, citing losses that no amount of Thrones could justify. Those few who did return spoke only in fractured sentences before disappearing themselves within days.
Rumours spread faster than facts.
Some blamed a new narcotic flooding the underhive markets. Others whispered of forbidden xenos relics unearthed by ambitious prospectors, or an escaped bioweapon from some long-forgotten laboratory buried deep beneath the hive's foundations. Redemptionist preachers proclaimed divine judgement. Rogue Docs spoke of an unidentified wasting sickness. Guild factors dismissed it all as superstition designed to drive up prices.
None could agree on what was happening.
Only that something was.
Then came the stories that sensible folk laughed away. Of people standing motionless for hours beneath leaking pipes, staring into darkness. Of strangers speaking in perfect unison despite never having met. Of entire drinking holes falling silent the instant a lone hooded figure crossed the threshold. Of men and women whose eyes seemed to linger just a heartbeat too long upon those around them, as though listening to voices no one else could hear.
By themselves, each tale was absurd. Together… Together they formed the first ripples of a tide that no wall, no army and no House would ultimately withstand.
Within months, Hive Obitus would descend into anarchy.
Within years, the hive itself would scarcely remember the civilisation it had once been.
But, for now… Life continued. Trade continued. Wars continued.
The gangs loaded their weapons, settled old scores, carved out new empires and chased fortunes amidst the rust and ash, blissfully unaware that history had already begun to close its hand around them.
The Dreadtide had already arrived. It simply had not yet been given a name.
Gangs
Assets
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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. |
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Chaos Fane
Chaos fanes are focal points for the worship of the Dark Gods; each gore-spattered temple a place for heretics to muster their forces and practise their profane rituals. Territory Boon Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Skinner or Helot Cultist 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 D3x10 credits to the controlling gang's Stash. Boons When Ruined Recruit: Roll a D6: on a result of 3+, the controlling gang can add an Initiate or Helot Cultist 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 2D6 portions of Meat to the controlling gang's Stash. |
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Chaos Fane #2
Chaos fanes are focal points for the worship of the Dark Gods; each gore-spattered temple a place for heretics to muster their forces and practise their profane rituals. Territory Boon Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Skinner or Helot Cultist 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 D3x10 credits to the controlling gang's Stash. Boons When Ruined Recruit: Roll a D6: on a result of 3+, the controlling gang can add an Initiate or Helot Cultist 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 2D6 portions of Meat to the controlling gang's Stash. |
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Fungal Sprawl
Held by Toxic avengers (Clone)
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. |
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Fungal Sprawl #2
Held by The Grinding Gears
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. |
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Guilder Stronghold
Held by Toxic avengers (Clone)
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. |
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Guilder Stronghold #2
Held by Skullcrack Revels
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. |
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Guilder Stronghold #3
Held by The Ministers of the Molotov
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. |
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Hab Level
Held by Peace Enforcement unit
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. |
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Manufactorum Level
Held by The Last Prospect
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. |
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Precinct-Fortress
Held by Peace Enforcement unit
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. |
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Precinct-Fortress #2
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. |
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Reclamation Zones
Scrapyards, vapour sinks and corpse farms are all vital to the continued existence of a hive city, and can provide great bounty to those who control them. Territory Boon Equipment: Reduce the cost of items on the controlling gang's Gang Equipment List by 10 credits, to a minimum of 5 credits. 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 2D3 Scavenging rolls to the controlling gang's Stash. |
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Reclamation Zones #2
Held by Spyraling out of control
Scrapyards, vapour sinks and corpse farms are all vital to the continued existence of a hive city, and can provide great bounty to those who control them. Territory Boon Equipment: Reduce the cost of items on the controlling gang's Gang Equipment List by 10 credits, to a minimum of 5 credits. 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 2D3 Scavenging rolls to the controlling gang's Stash. |
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Settlement
Held by Skullcrack Revels
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. |
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Settlement #2
Held by The Grinding Gears
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. |
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Settlement #3
Held by The Iron Fist.
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. |
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Settlement #4
Held by The Last Prospect
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. |
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Settlement #5
Held by The Ministers of the Molotov
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. |
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Settlement #6
Held by The Scratching
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. |
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Settlement #7
Held by Toxic avengers (Clone)
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. |
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Settlement #8
Held by Skullcrack Revels
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. |
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Settlement #9
Held by The Grinding Gears
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. |
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Slave Pits
Held by Spyraling out of control
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. |
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Slave Pits #2
Held by Peace Enforcement unit
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. |
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Slave Pits #3
Held by The Last Prospect
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. |
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Spyrer Base Camp
Held by Spyraling out of control
A stronghold from which the Spyrers can operate, a Spyrer Base Camp is heavily fortified and highly mobile, moving with the Spyre Hunting Party gang so they always have a safe place to recover from battle and hone their skills. Territory Boon Recovery Systems: During the Wrap-up of each battle the Spyre Hunting Party gang takes part in, one Spyrer may perform post-battle actions even if they are in Convalescence. A Spyre Hunting Party gang may never lose control of their Spyrer Base Camp Territory. |
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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. |
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Thermal Vent #2
Held by The Ministers of the Molotov
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. |
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Thermal Vent #3
Held by The Scratching
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. |
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Underhive Shrine
Hives are filled with places holy to their inhabitants, where they might offer up prayers to the God-Emperor or the spirits of the hive itself. Territory Boon Blessings: At the start of the Campaign Week, roll a D6 for each fighter in the controlling gang. On a natural roll of a 6, the fighter gains the Blessed condition for the Campaign Week. Fighters with the Blessed condition gain a 6+ save if they do not already have an armour save, and can never have their armour save reduced to less than 6+ by Armour Piercing. Income: Add D3x10 credits to the controlling gang's Stash. Boons When Ruined Blessings: At the start of the Campaign Week, roll a D6 for each fighter in the controlling gang. On a 5 or 6, the fighter gains the Blessed condition for the Campaign Week. Fighters with the Blessed condition gain a 6+ save if they do not already have an armour save, and can never have their armour save reduced to less than 6+ by Armour Piercing. Starvation: Add D3 portions of Meat to the controlling gang's Stash. |
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Wall Outpost
Held by The Iron Fist.
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. |
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Wall Outpost #2
Held by The Scratching
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. |
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Wall Outpost #3
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. |
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Wasteland #2
Held by The Iron Fist.
Wastelands offer isolation and protection from the watchful eye of both Enforcer patrols and Chaos renegades, and are also good places to lay ambushes. Territory Boon Ambush: Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 3+, the gang with this Territory may decide who the attacker is and who the defender is for the scenario. Income: Add D3x10 credits to the controlling gang's Stash. Boons When Ruined Ambush: Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 2+, the gang with this Territory may decide who the attacker is and who the defender is for the scenario. Starvation: Add 1 portion of Meat to the controlling gang's Stash. |
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Wastelands
Wastelands offer isolation and protection from the watchful eye of both Enforcer patrols and Chaos renegades, and are also good places to lay ambushes. Territory Boon Ambush: Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 3+, the gang with this Territory may decide who the attacker is and who the defender is for the scenario. Income: Add D3x10 credits to the controlling gang's Stash. Boons When Ruined Ambush: Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 2+, the gang with this Territory may decide who the attacker is and who the defender is for the scenario. Starvation: Add 1 portion of Meat to the controlling gang's Stash. |
Battles
No battles yet.
Action Log
Reputation Update: Sumptown Bay Packrats gained 2 Reputation (new total: 3)
Reduced 2 XP for Caryatid Prime - Reverse terror purgue xp - not a fighter..
Outcome: Current: 0 XP, Total: 0 XPAdded 1 XP for Gordon "Flash" Decker - Painted and fought in FFA
Outcome: Current: 5 XP, Total: 5 XPCaptured Fighters
No fighters have been captured yet.