Gangs
Assets
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A1: Needle Ways
Unowned
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. |
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A2: Sludge Sea
Unowned
Effluent and polluted water drains down through the hive to catch in brown pools, forming lakes of fuming, iridescent sludge. |
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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. |
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A4: Workshop
Unowned
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. |
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A5: Tunnels
Unowned
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. |
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A6: Refuse Drift
Unowned
Vast agglomerations of refuse gather in areas of the underhive in drifts that shift like dunes in a desert. |
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A7: BelCo Mining - Hideout
Unowned
Cannot be lost or staked on the outcome of a battle. |
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B1: Tech Bazaar
Unowned
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. |
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B2: Neutro-Syntek Kabal - Hideout
Unowned
Cannot be lost or staked on the outcome of a battle. |
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B3: Mine Workings
Unowned
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. |
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B4: Gambling Den
Unowned
Gambling is rife in the underhive, with fortunes won on the turn of a card and lost on the spin of a bolt shell, and debts are easily piled up by those who don't know when to quit. |
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B5: Smelting Works
Unowned
Crags and seams of valuable slag can be found across the underhive, mute markers to the ancient industries that grew the Spire. |
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B6: Black Iron Cage Ragers - Hideout
Unowned
Cannot be lost or staked on the outcome of a battle. |
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B7: Fighting Pits
Unowned
Violence is life, death, and entertainment in the underhive, and some of the most feared fighters are made on the cinder floors of fighting pits under the eyes of baying crowds. |
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C1: Settlement
Unowned
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. |
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C2: The Emperor's Mercy - Hideout
Unowned
Cannot be lost or staked on the outcome of a battle. |
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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. |
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C4: Corpse Farm
Unowned
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. |
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C5: Synth Still
Unowned
Constructed from tangles of reclaimed pipes, vats and cylinders, a synth still in skilled hands can produce the finest poisons, medicines and narcotics. |
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C6: Archaeotech Device
Unowned
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. |
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C7: Sol Logistics - Hideout
Unowned
Cannot be lost or staked on the outcome of a battle. |
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D1: Goudstorm Charter - Hideout
Unowned
Cannot be lost or staked on the outcome of a battle. |
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D2: Promethium Cache
Unowned
Stacks of fuel drums and tanks fill this half-forgotten stash, enough to keep a factory running, or burn half of the Sump down if a stray spark catches it. |
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D3: Generatorium
Unowned
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. This Territory grants the Neutro-Syntek Kabal the following Boons: |
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D4: Bone Shrine
Unowned
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. |
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D5: Collapsed Dome
Unowned
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. |
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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. |
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D7: The Kindling Kindred - Nomad's Outpost
Unowned
Income: The gang earns 2D6x10 credits from this Territory when collecting income. |
Battles
Action Log
Campaign Archived: Backup has been archived
Outcome: Campaign has been archivedCampaign Ended: Backup has concluded
Outcome: Campaign transitioned from active to post-campaign statusBattle ended: 67. Road Block
Outcome: Winner: The Neutro-Syntek KabalCrew selected for Cybera-rad-nids
Outcome: 0 chosen, 3 random (D6: rolled 3) — Chorno Bill …Crew selected for The Neutro-Syntek Kabal
Outcome: 0 chosen, 4 random (D3+3: rolled 1 → 4) — …