A Basic dominion campaign for the Brothers Connell to refresh their rules knowledge and casually beat stick each other a la fight club style.
A vast Hive quake has opened up untold riches in the bowls of Hive Primus. The gangs of Paulson's Reach have a great opportunity to expand their operations and gain untold wealth and power through this new opportunity. However, it is only a matter of time before the guilders notice and try to stake their claim. With the pressure on to take territory and gain fame, Who will rise to the top and who will inevitably fall into ruin?
Gangs
Assets
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Archeotech Device (Van Saar)
Unowned
Special: Any number of weapons owned by the gang may be given one of the follwing traits for free;
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.
IF VAN SAAR
Reputation: Whilst it controls this territory, the gang adds +2 to its reputation. Special: The gang may be give any number of weapons it own two of the traits listed above. All of the weapons must be given the same traits and new weapons purchased later may be given these traits. These weapons also gain the unstable trait. If the territory is lost, the weapons lose these traits. |
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Bone Shrine (Cawdor)
Unowned
Income: The gang earns 2D6x5 credits from this territory when collecting income. IF CAWDOR Reputation: Whilst it controls this territory, add +2 to the Cawdor gang's reputation. Income: The gang earns 4D6x5 credits from this territory when collecting income. |
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Collapsed Dome
Unowned
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. |
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Corpse Farm (Cawdor)
Unowned
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. IF CAWDOR Reputation: Whilst it controls this territory, the Cawdor gang adds +1 to its reputation. Income: When collecting income from this territory, A Cawdor 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. |
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Drinking hole (Delaque)
Unowned
Reputation: Whilst it controls this territory, the gang adds +1 to its reputation. Special: whilst it controls this territory, any fighter in the gang may re-roll any failed cool tests. If a fighter uses this option, place a marker on their fighter card to show that they have hit the bottle. Whilst a fighter has at least one marker from this territory, they suffer a -1 modifier to hit rolls for the rest of the game. IF DELAQUE Reputation: whilst the Delaque gang controls this territory it adds +2 to its reputation. Special: The Delaque gang that controls this territory may nominate three enemy fighters at the start of the battle, and place an intoxicated marker on each fighter's card to show that their drink was spiked. The marked fighters suffer a -1 penalty to all tests and checks for the duration of the battle. |
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Fighting Pit (Goliath)
Unowned
Recruit: Whilst it controls this territory, the gang may recruit two Hive Scum Hired Guns for free, including their equipment, prior to every battle. IF GOLIATH Reputation: Whilst it controls this territory, the gang adds +2 to its reputation. |
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Gambling Den (Delaque)
Unowned
Reputation: Whilst it controls this territory, the gang adds +1 to its reputation. Income: The player chooses a suit of cards. The player then draws a card from a shuffled deck of playing cards that includes both jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11, Queen 12, King 13, Ace 14)x10 credits. If they draw a card from a suit of the same colour, then the income is the value of the card x5 credits. If it is any other suit, they gain no income from the territory. If however, they draw a joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator. IF DELAQUE Reputation: Whilst it controls this territory, A Delaque gang adds +2 to its reputation. Special: The Delaque gang that controls this territory may nominate a single enemy fighter at the start of the battle before the first roll for priority. The gang have called in the fighter's debt marker, and in return for keeping all of their limbs intact, the fighter agrees to take no part in the coming battle. The nominated fighter misses the battle. |
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Generatorium (Van Saar)
Unowned
Special: If the gang controls this territory, a player may choose to stall the generators, temporarily cutting the power to the area in which the 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 (pg 193 CRB) 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. IF VAN SAAR Reputation: Whilst it controls this territory, the gang adds +1 to its reputation. |
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Mine Workings (Orlock)
Unowned
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. Whilst a captive is working the mine, their gang may attempt a Rescue Mission at any time. IF ORLOCK Reputation: Whilst it controls this territory, the gang adds +2 to its reputation. |
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Narco Den (Escher)
Unowned
Income: The gang earns D6x5 credits from this territory when collecting income. IF ESCHER Reputation: Whilst in control of this territory the gang adds +1 to its reputation. Income: The gang earns 2D6x5 credits from this territory when collecting income. If the gang also controls a synth still, this is increased to 2D6x10. |
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Needle Ways (Delaque)
Unowned
Special: Whilst it controls this territory, the gang may select up to three fighters- these fighters gain the infiltrate skill. IF DELAQUE Special: The Delaque gang that controls this territory may select up to six fighters to gain the infiltrate skill. |
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Old Ruins
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. |
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Promethium Cache
Unowned
Equipment: Whilst it controls this territory, three fighters in the gang gain incendiary charges for free. Special: All fighters in the gang may re-roll Ammo tests for any weapon with the Blaze trait. |
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Refuse Drift (Cawdor)
Unowned
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. IF CAWDOR Reputation: Whilst it controls this territory, a Cawdor gang adds +1 to its reputation. Income: The Cawdor gang earns 2D6x5 credits from this territory when collecting income. A Cawdor gang has no risk of encountering a waste-lurker. |
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Rogue Doc Shop
Unowned
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. |
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Settlement
Held by Shuga Rush
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 2D6 after every battle. On a roll of a 6 on either dice, the gang may recruit a single Juve from their House list for free. If both dice come up as a 6, then the gang may recruit a ganger from their House list for free. |
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Slag Furnace (Goliath)
Unowned
Income: The gang earns D6x5 credits from this territory when collecting income. IF GOLIATH 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 a 6 on either dice, the gang may recruit a single Juve from their house list for free. If both dice come up as a 6, then the gang may recruit a ganger from their house list for free. |
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Sludge Sea
Unowned
Equipment: Whilst it controls this territory, three fighters in the gang gain choke gas grenades for free. |
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Smelting Works (Goliath)
Unowned
Income: The gang earns D6x5 credits from this territory when collecting income. IF GOLIATH 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.
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Stinger Mould Sprawl (Escher)
Unowned
Special: During the post-battle sequence, the gang controlling this territory may re-roll a single Lasting injury roll on a fighter. Note that a Memorable Death result may not be re-rolled. IF ESCHER Reputation: Whilst the gang controls this territory, it adds +1 to its reputation. Special: During the post-battle sequence, the gang controlling this territory may either remove a single existing Lasting Injury from a fighter, or re-roll a single Lasting Injury roll on a fighter, including a Memorable Death result (re-rolling results of captured). |
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Synth Still (Escher)
Unowned
Special: Whilst in control of this territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the gas and toxin trait as common. IF ESCHER Reputation: Whilst it controls this territory, the Escher gang adds +1 to its reputation. Special: Whilst it controls this territory, the Escher 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) |
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Tech Bazaar (Van Saar)
Unowned
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 its usual value, rounded down. If the roll is 3 or lower, then the fighter proves to be 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.
IF VAN SAAR
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 Archeotech Device, this is increased to 2D6x10. |
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The Bonesellers settlement
Held by The Bonesellers
Income: D6x10 Reputation: Add +1 reputation. Recruit: The gang may choose to roll 2D6 at the end of every battle. On a roll of a 6 on either dice you may recruit a Juve for free. If both dice are a 6 you may recruit a ganger for free. |
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Toll Crossing (Orlock)
Unowned
Income: The gang earns D6x5 credits from this territory when collecting income.
IF ORLOCK 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. |
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Tunnels (Orlock)
Unowned
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 on to 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.
IF ORLOCK Reputation: Whilst it controls this territory the gang adds +1 to its reputation. Special: The gang may choose to deploy six fighters via the tunnels using the method detailed above. The fighters in each group must be specified before the battle. |
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Wastes
Unowned
Special: If challenged in the Occupation phase, the gang may choose the territory at stake in the battle, even though it would normally be chosen by the challenger. If challenged in the takeover phase for a territory the gang already controls, make an intelligence test for the gang leader. If the test is passed, the player of the gang may choose to play the Ambush scenario instead of rolling. They are automatically the attacker. |
Battles
Action Log
Added 50¢: Relic not defiled in border dispute 05/10/2025
Outcome: +50¢ (to 90¢)Added 10¢: from settlement after border dispute 05/10/2025
Outcome: +10¢ (to 40¢)Added 2 XP for Nortens - Assist + took part
Outcome: Current: 2 XP, Total: 2 XPAdded 1 XP for Fezzik - Took part
Outcome: Current: 1 XP, Total: 1 XPAdded 1 XP for Aero - caused a serious injury in Border dispute 05/10/2025
Outcome: Current: 2 XP, Total: 2 XPCaptured Fighters
No fighters have been captured yet.