A nice and easy intro to the campaign system
Today you take command of a group of enterprising bastards who are going to stab, shoot and generally murderize their way to the top of the pile.
Gangs
Assets
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Fighting Pits
Unowned
+2 rep while you hold this territory. Before each battle you can recruit two hive scum hired guns for free, including their equipment. |
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Generatorium
Unowned
+1 rep while you hold it. At the start of a turn, before priority roll, you can cut the generators adding the pitch black rule to the battle. At the end of each turn, roll a dice on a 5 or a 6 the generators turn back on. |
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Needle Ways
Unowned
While you control this territory you can give up to six of your fighters infiltrate for free. They lose this if you lose this territory. |
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Parallax
Held by X-Nauts
Heavily defended and thrown together from whatever materials are handy, a Nomads Outpost is a temporary base for the Ash Waste Nomads to operate from while raiding the Underhive. |
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Promethium Cache
Unowned
Three fighters get incendiary charges for free, also, all fighters may reroll ammo tests for Blaze weapons. |
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Rogue-Doc shop
Unowned
You get to recruit a rogue-doc for free while you hold this, you get to keep them even if you lose this territory |
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Rose Garden
Held by Thorns of the Rose
Ash's starting settlement |
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Settlement
Unowned
+1 rep while you hold it. After each battle you May choose to roll 2d6, if either dice is a 6 you get a juve from your house for free, if both are 6 you get a ganger from your house for free. |
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Slag Furnace
Unowned
+2 rep while you hold it. After each battle you May choose to roll 2d6, if either dice is a 6 you get a juve from your house for free, if both are 6 you get a ganger from your house for free.
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Sludge Sea
Unowned
Three fighters get choke gas grenades for free |
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Stingermould Sprawl
Unowned
+1 rep while you hold it. During the post-battle sequence the gang can remove a lasting injury OR re-roll a lasting injury roll, including memorable death (re-rolling captured) |
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Synth Still
Unowned
+1 rep. Treat Chem-synths, medicae kits, stimm-slug stashes and any gas or toxin weapon as common and half the cost of those weapons rounding up |
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Tech Bazaar
Unowned
+1 rep while you hold it. post-battle one leader or champ can perform a haggle post battle action. Roll 2d6, if 3 or less, nothing happens; if 4-6 get a common weapon or equipment to get for half the usual price; if 7+ get a rare(X) weapon or equipment for half the usual price where X is equal to the dice roll result. If the fighter selected has exotic furs, add +1 to the dice roll |
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The Bar From Cheers
Held by Everybody Loves the Fresh Home King of Vampire Guy Meets Butthead the Teenage Dinosaur and Grace
Jess's starting settlement +1 rep while you hold it. After each battle you May choose to roll 2d6, if either dice is a 6 you get a juve from your house for free, if both are 6 you get a ganger from your house for free . |
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The Eyrie
Held by Rook's Gutter Runners
Oliver's starting settlement +1 rep while you hold it. After each battle you May choose to roll 2d6, if either dice is a 6 you get a juve from your house for free, if both are 6 you get a ganger from your house for free . |
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The Iron Fist
Held by The League of Iuppiter
Molly's Starting Territory |
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Toll Crossing
Unowned
Whilst you control this territory you have priority in the first round of any battle, anyone can pay you 20 credits to also gain this benefit for a battle against a different gang. (This is the only exception to the no credit gain rule) |
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Tunnels
Unowned
+1 rep. Pick up to six fighters to deploy via tunnels, at deployment, set up two 2" wide tunnel entrance markers on any table edge on the ground surface of the battlefield. In the priority phase, roll a d6, on a 4+ the group of fighters arrives on the battlefield. During the turn they arrive they can be activated as a single group and must move onto the battlefield via the same tunnel entrance. If the battle ends before they arrive, they simply don't take part. |
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Wastes
Unowned
If challenged in the occupation phase while you hold this, you get to pick the territory for play instead of the challenger. If challenged in the takeover phase, your gang leader may roll an intelligence test. If passed, you can play the ambush scenario as the attacker. |
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Workshop
Unowned
You get to recruit an ammo-jack for free while you hold this, you get to keep it even if you lose this territory |
Battles
No battles yet.
Action Log
Phase Set: Occupation
Territory Transfer: The Iron Fist transferred from no one to The League of Iuppiter
Territory Transfer: The Eyrie transferred from no one to Rook's Gutter Runners
Territory Transfer: The Bar From Cheers transferred from no one to Everybody Loves the Fresh Home King of Vampire Guy Meets Butthead the Teenage Dinosaur and Grace
Territory Transfer: Rose Garden transferred from no one to Thorns of the Rose
Captured Fighters
No fighters have been captured yet.