Hive Kowloon Uprising

HEZZZ

Ganger
Feb 20, 2022
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Hive Kowloon Uprising (A Necromunda campaign for players in the real-life Kowloon, Hong Kong).

We will be using the “Uprising Campaign” rules. Please have a read of those rules before you begin. Each campaign week we'll update you with the suggested scenario, suggested pairings, Ascendency effect (Order or Chaos), and any new story details (intro story below).

Tactics cards won't be used, unless there is a difference in Gang Rating. If one player's gang rating is at least 100 credits lower than their opponent's, they may randomly select a gang tactic from their deck/list for each 100 credits in difference. Tactic decks/lists should be exactly 6 Tactics. If you draw one that is impossible to use (e.g. "...Click" vs a gang with no ranged weapons) reveal it, and draw another. History of Violence and Dangerous Footing are banned.

There will be 8 “campaign weeks”:
3 Insurrection weeks, 1 downtime week, 3 Damnation weeks, and 1 finale week.
You will have 1000 credits to found your gang. Players can choose to rest or play a special skirmish game during downtime week.
Each campaign week will last 1-2 real weeks. If every player has had at least 1 game in a campaign week, we'll advance to the next week. The most campaign games you can have in a campaign week are 2. In the second game you cannot earn money for yourself, instead, the money will go into your Alignment's community stash. All other rewards, injuries, exp effects will happen as normal.
We won't use the territory stealing rule, but we will use the territory ruining rule.

Make your gang here:
https://yaktribe.games/underhive/gangs

Then, join our campaign (comment your gang name below or PM me).
https://yaktribe.games/underhive/campaigns/operation_hive_kowloon.11586/

Week 1 is here!

Week 2 is here!

Week 3 is here!

Week 5 is here!

Week 6 is here!

Week 7 is here!

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Isolated in the middle of vast ash wastes, Hive Kowloon serves as a trade hub between different hives on opposite sides of Necromunda. It is home to over 7.4 billion people, not counting the untold numbers of unregistered abhumans, secret cults, and even hidden enclaves of xenos. Its isolated state and its huge population (even by Necromundan standards) have both contributed to its unusual structure. Huge ceramite walls surround Hive Kowloon to protect it from gargantuan dust storms blowing across the open wastes, as well as discouraging the roving bands of mutants and nomads. Secondly, over its long and complicated history, Hive Kowloon has gradually added several additional spires inside its walls and even haphazardly assembled directly onto the main, central spire. Each spire has settled into its own purpose over time, producing one product or even a specific component.

With such an unorthodox structure, featuring many spires operating semi-independently, it's not uncommon that individuals or even whole gangs can slip under the radar of the Central Spire authorities. Outlaw gangs and cults thrive in the outer sub-spires and within the walls. However, the more well known outlaw gangs of Hive Kowloon are somewhat tolerated by the central authorities. Provided they stick to their own territory and maintain the uneasy order there, the authorities will turn a blind eye, aware that a certain equilibrium exists.

However, within the outlaw gangs there exist secret Helot Cults, only vaguely comprehended by the authorities. The gods they worship aren't fully understood, not even by the cultists themselves, but they do know that there are four obscure affiliations, always opposed, and therefore... always in balance. The tragedy of Hive Arcos painfully demonstrated what can happen when just one unopposed cult grows rapidly out of control.

Deep within the sump of Hive Kowloon, a new darkness is rising. The balance of power between the Helot Cults has been upset, their power struggles spilling out of their own territories and into the hab blocks, manufactorums, and shipment bays.

Suddenly, the Enforcers and gangs of the great Houses are coming face-to-face with the dark forces they allowed to fester in their own hive. With pressure from Lord Helmawr, the sub-spires are being sealed off one by one in a desperate attempt to contain the rapidly expanding war.

Sub-spires KT19 and NTK2 are where our story begins...
 
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EDIT: Now I can edit! (Make 10 posts/replies and you can edit too!)
 
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WEEK 1 STORY.

As the infighting between the Helot Cults intensifies, the risk of them exposing themselves grows. All it would take is one marked cultist being arrested, one tainted beast being captured...

Then a cage is overturned in a scuffle, and the Chaos critters escape! Now the race is on to recapture them before they're identified.

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WEEK 1 RULES.

Order is in ascendancy - Price of Victory:
At the end of the scenario, in addition to any other rewards, the victorious gang receives an additional D6x10 credits.

Mission 1: Critter Hunt.

Follow the rules in this scenario and check the "Setup" notes.

Replace "attacker" & "defender" with Player 1 and Player 2.
Use the smaller board size and custom selection 8.
4 Necromunda tiles in a square, or 1 Kill Team board are suggested. If applicable, deployment is along the longest board edges. At least 1 model needs to be deployed in each deployment zone. Board style is Sector Mechanicus (3D board). No Reinforcements will be used.

Critter notes.
Mark the critter with any suitable small model (A Chaos familiar is ideal). The critter can't be damaged in any way, treat it as a solid terrain piece while stationary. When it moves it can pass through fighters. If it meets climbable terrain, it climbs up or down without any additional movement penalty. If it hits impassible terrain, move it sideways along the terrain.

Fight for your faction, the results will influence next week's ascendancy effect!
 
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WEEK 2 STORY.

Last week the forces of Chaos were just able to keep their critter outbreak under wraps. However, the disturbance has caused some alarm. Heavy restrictions, check points, and curfews have got the guilders spooked, with most already shifted into neighbouring sub-spires.

A particularly destructive battle involving grenade launchers on both sides led to a cave-in. The gangs survived with nothing more serious than a few fighters out cold, but the critter they were chasing fell into the depths below.

In the following week, local gangs rush down into the tunnels in a frenzy to explore the new area. With access to the guilds and trading post cut off, any new weapons or tech could swing the balance of this escalating hive war. But in their haste, the gangs have forgotten what set off this chain of events in the first place. The critter may have fallen, but it has been thriving... growing... multiplying.

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WEEK 2 RULES.

Chaos is in Ascendency - Blood for the Blood God:
When a fighter takes an enemy Out of Action with a weapon with the Melee trait, they earn 1 XP in addition to any other Experience point gains from taking an enemy Out of Action.

Mission:
Board style is Zone Mortalis (2D tunnel board). Use the smaller board size and custom selection 8.
4 Necromunda tiles in a square, or 1 Kill Team Arena board are suggested.

Change the Peril distance to 5''

Change the credit rewards to Buried Tech.
- The winning gang adds 1 weapon worth up to D3x10 + 30 credits to their Stash.
- The losing gang adds 1 weapon worth up to D3x10 credits to their Stash.
 
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Here are some pieces of moment telling you guys how my gangers died or injuried.

Seven Spades(Juve)(DEAD)
Week 1: Seven Spades was a good boy, it was his first and last fight. He's just being unlucky. Life is cheap and unpredictable in Hive Kowloon. He will always be remembered.

Handsome Jack(Ganger)(DEAD)
Week 1:
(Roll 21 in injury table) Handsome Jack tried his best to hide away from the heavy fire and the same time he prepared to charge. Unfortunately just before he got ready he was shot down and went OUT COLD after a few moment of struggle. . Now Handsome Jack got more scars and more determine after his first battle against the Cultist of the Butchers. He vowed to clear these Chaos scums from his Hive.
Week 2:
(Roll 63) There was a servo of bullet coming from the damned cultist leader with a horrendous mask. Jack got hit and it was bad, suddenly, someone laughed near to is ear, sounds like a merry little kid. He saw a pair of beanly yellow eyes, a flash of silver and no more.

Champion, Rockstar Rob, armed with Combat Shotgun and Frag Grenade.
Week 2: After suffering multiple wounds, Rob went out cold, when he wake up he found himself when his brothers, although beaten, they aren't broken. They never will.

Seven Heart(Juve)(Recovery)

Week 2: It was a really loud bang, and Seven Hearts knows no more.

Seven Diamond(Juve)(DEAD)
Week 2:
There was a servo and Seven of Heart didn't duck on time. He got hit but it's ok, he knows that's normal and he know he is a tough boy. He just have to lay down and take a little rest, maybe hide before the obstacle for a bit.
Then he saw it, a small little vicious creature, with 2 little horns protruding from it's flat tiny face, danced happily toward him. He held out his hand and want to give it a little friendly caress. Suddenly, the creature shown its sharp needle like teeth and jump to poor Seven's throat. All he can do is to pray to his Light that it would be over soon.
 
Here are some pieces of moment telling you guys how my gangers died or injuried.

Seven Spades(Juve)(DEAD)
Week 1: Seven Spades was a good boy, it was his first and last fight. He's just being unlucky. Life is cheap and unpredictable in Hive Kowloon. He will always be remembered.

Handsome Jack(Ganger)(DEAD)
Week 1:
(Roll 21 in injury table) Handsome Jack tried his best to hide away from the heavy fire and the same time he prepared to charge. Unfortunately just before he got ready he was shot down and went OUT COLD after a few moment of struggle. . Now Handsome Jack got more scars and more determine after his first battle against the Cultist of the Butchers. He vowed to clear these Chaos scums from his Hive.
Week 2:
(Roll 63) There was a servo of bullet coming from the damned cultist leader with a horrendous mask. Jack got hit and it was bad, suddenly, someone laughed near to is ear, sounds like a merry little kid. He saw a pair of beanly yellow eyes, a flash of silver and no more.

Champion, Rockstar Rob, armed with Combat Shotgun and Frag Grenade.
Week 2: After suffering multiple wounds, Rob went out cold, when he wake up he found himself when his brothers, although beaten, they aren't broken. They never will.

Seven Heart(Juve)(Recovery)
Week 2: It was a really loud bang, and Seven Hearts knows no more.

Seven Diamond(Juve)(DEAD)
Week 2:
There was a servo and Seven of Heart didn't duck on time. He got hit but it's ok, he knows that's normal and he know he is a tough boy. He just have to lay down and take a little rest, maybe hide before the obstacle for a bit.
Then he saw it, a small little vicious creature, with 2 little horns protruding from it's flat tiny face, danced happily toward him. He held out his hand and want to give it a little friendly caress. Suddenly, the creature shown its sharp needle like teeth and jump to poor Seven's throat. All he can do is to pray to his Light that it would be over soon.
Thanks for the update! Man, you've had REALLY bad luck. I'd defo buy yourself a Rogue Doc (50c) as soon as possible!
 
WEEK 3 STORY

Last week, the gangs of Hive Kowloon rushed into the newly revealed caverns to loot the buried tech below. The forces of Order came out on top, and using their new-found weaponry, drove the Helot Cults back towards their hiding places.

Now, in the third week of the uprising, the authorities are getting serious. The sub-spire is almost completely sealed off, and bombardments have commenced on confirmed Chaos strongholds, sending shudders through the territory.

The Helot Cults have retreated to their secret temples to complete rituals of preperation and consulte their ancient elders.

Sensing the urgency of the situation, the various House gangs put their differences aside to end this uprising before their whole sub-spire is locked down, or even brought down! It's time to PURGE THE HERETICS!

WEEK 3 RULES

Bonds of Order: Head Hunters:
For the duration of the battle, Leaders and Champions are worth 1XP when taken Out of Action, in addition to any other XP gained from taking an enemy Leader or Champion Out of Action.


Chaos is Defender (green, player 1) on home turf. Save the elder, wait for extraction, and escape the purge!
Order is Attacker (red, player 2)

Board style is Sector Mechanicus (3D board). Use the smaller board size and custom selection 8. See "setup" on openhivewar for more info.
Place a ruined building model in the center of the battlefield to be the Chaos gang's base (it should be around 6-9" across). Put 2 open exits on opposite sides of the building, otherwise, it's an enclosed space. Set up the rest of the battlefield as normal.

Changes:
* Change "within 6" of any battlefield edge" to "base contact with a battlefield edge".
* The game ends on turn 6. If the defender has any models on the battlefield edge, they win.
* No sneak attack rule is used.
* Player 1 - fluff change only: change Kidnap Job to Protect the Elder.
* Roll 1 D3 for the peril, and apply it to both players (don't roll 1 D3 each).
 
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We're likely to see more unbalanced match ups in the coming weeks, so I've edited the balancing rules. Please choose a list of 6 Tactic cards to make your deck. If using a list (not actual cards), randomly select using a D6. OP updated as follows:

Tactics cards won't be used, unless there is a difference in Gang Rating. If one player's gang rating is at least 100 credits lower than their opponent's, they may randomly select a gang tactic from their deck/list for each 100 credits in difference. Tactic decks/lists should be exactly 6 Tactics. If you draw one that is impossible to use (e.g. "...Click" vs a gang with no ranged weapons) reveal it, and draw another.
History of Violence and Dangerous Footing are banned.
 
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WEEK 5 STORY.
As hard as they tried, the gangs of Hive Kowloon were unable to repress the Helot Cults. Lord Helmawr gave the hive a chance to save itself and it failed, a full lockdown is now in force, nothing comes in or out. At first the Chaos worshippers celebrated their victory with feasts and gladiator fights. Even a rogue traitor Astartes emerged from the shadows to join the festivities.

But everyone needs to eat and drink, even slaves to darkness. With no fresh supplies coming in, simply starving out the rebellion should have the problem solved with minimal damage to the infrastructure within a few weeks.

However, the higher-ups in their ivory towers failed to account for how quickly... even joyously, the cultists turned to cannibalism. Safely locked inside the sub-spire, away from the Enforcers, with months worth of fresh meat, their dark rituals continue, growing in power each week.

Old allegiances are forgotten as gnawing hunger is only made worse by whispering voices echoing in the shadows. It's now every gang for themselves.

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WEEK 5 RULES
DAMNATION PHASE (check pages 200-202 of the Comprehensive Rulebook PDF for more info).

Hand of Chaos - Dark Dreams: During the battle, fighters that become Broken must make a Willpower check before testing to Rally in the End phase. If they fail, then they are no longer Broken but become subject to Insanity for the rest of the game.

https://openhivewar.com/?mission=10|3|9|7|7
Mission: raid your opponent's stashes for vital supplies.

Use Zone Mortalis (2D) the large board size and custom selection 12 (See “setup” on the link for more info).
Peril note: roll a single D3+1 for both players, not each player.
Defender will be player 1, Attacker will be player 2.

Changes.
All credit rewards are replaced with Meat.
2D6x10 = D6 meat
D6x10 = D3 meat

Deployment is done zone by zone, starting with the attacker, then place 1 objective in each deployment zone.

STARVATION
⚫ Each gang adds one portion of Meat to their Stash for each enemy fighter taken Out of Action.
SCAVENGE
⚫ The victorious gang may add one Scavenging roll to their Stash.
EXPERIENCE
⚫ Each fighter who scores an objective gains 1 experience point.
 
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WEEK 6 STORY.
The lockdown has been in place for just a couple of weeks and things are already starting to fall apart. Last week, gangs made desperate raids on each other's supplies, grabbing what fauxfu and other processed foods they could find. Most gangers have been able to retain their humanity and avoid taking part in the rampant cannibalism of the cultists, but food supplies are now practically empty. The filthy vermin and crawling invertebrates that infest the hive walls are looking tastier by the day...
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WEEK 6 RULES
DAMNATION PHASE (check pages 200-202 of the Comprehensive Rulebook PDF for more info).

Bonds of Order - Suppression Orders: When a fighter takes an enemy Out of Action with a ranged weapon, they earn 1XP in addition to any other XP gained from taking an enemy Out of Action

SET UP
Use Sector Mechanicus (3D), the small board size (4 Necromunda tiles or 1 Kill Team board) and custom selection 8.
Randomly determine who is attacker and who is defender. Deployment is done zone by zone, starting with the attacker.
Divide the battlefield into quarters. Place 1 Hive Bug in the centre of the battlefield and the rest around it as shown below. Use plenty of vertical scenery (the Hive Bugs need to be able to climb!)



HIVE BUG RULES
⚫ Hive Bugs use the following profile and count as enemy fighters to both gangs (they can be shot, charged, injured, etc. just like a fighter). They have a 5+ armour save.


Standing Hive Bugs make no actions other than move 2 D6'' in a random direction at the start of every turn, and will make reaction attacks if attacked in close combat. They cannot be pinned.
If they hit impassible terrain/a board edge, move them their remaining distance along the terrain/board edge (roll for left or right if unsure). They move through fighters with no penalty. If they hit climbable terrain, they will climb, if they can't complete the climb, move them to the floor or nearest level (whichever is closer). If they could climb up or down, randomize it.
The only way to take a Hive Bug out of action is with a Coup De Grace or Cannibalise action (If Cannibalised, don't roll lasting injury, just take it out of action). If they go out of action any other way, leave them on the battlefield seriously injured with at least 1 toughness. Seriously injured Hive Bugs make no actions at all (just roll for recovery in the end phase as normal).

OBJECTIVE – BUG HUNT
⚫ Each Hive Bug taken out of action is worth 1 victory point (and an additional 1XP for the fighter that took it out).

WINNING THE BATTLE
⚫ The game ends once all Hive Bugs have been taken out of action, in this case, the player with the most victory points wins. If only one player has fighters still on the battlefield at the beginning of a round, they win instead and automatically claim all Hive Bugs remaining on the board. The winning player gets D3 Reputation.

STARVATION
⚫ Each gang adds one portion of Meat to their Stash for each enemy fighter taken Out of Action, and an additional portion of Meat for each Hive Bug taken out of action/claimed.

SCAVENGE
⚫ The victorious gang may add one Scavenging roll to their Stash.
 
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WEEK 7 STORY.
Hive Kowloon has been locked down for well over a month. From the outside, it appears the government's plan to starve out the Chaos uprising is running like clockwork. Inside however, the worshippers of Chaos have revelled in the unrestricted environment; butchering, feasting upon, or sacrificing all in their way. Their unholy blood rituals are gradually weakening the fabric of reality, Daemons constantly claw at the edges of people's minds throughout the hive, this lockdown is exactly what they wanted...

But yet another layer of treachery runs below. An even greater summoning ritual has been in motion the whole time, using the entire Hive as its sacrifice. A summoning not just from the adjacent reality of the Warp, but from another Warp across the multiverse!

Even the most (relatively) righteous denizens of Hive Kowloon have been reduced to truly depraved acts to satisfy their hunger. A god has heard this hunger across the void. A god of pestilence, strife and hunger... unbearable clawing HUNGER!

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WEEK 7 RULES.

BATTLEFIELD
Use a Zone Mortalis map (or Kill Team Arena board).

CREWS
Custom Selection 8.

DEPLOYMENT
Randomise who deploys first, that player deploys their gang on 1 board edge up to 3 inches in. Then the other gang deploys on the opposite side.

THE DAEMON
At the beginning of the battle, before deployment, roll off to determine which gang has a Daemon hiding amongst them. Randomise which fighter is harbouring the Daemon and keep it secret from the other player.
In the End phase of each round, the player who controls the fighter that harbours the Daemon rolls a D6. On a 4+, the Daemon manifests and takes possession of the fighter, or if the Daemon has already manifested, it will leap to another fighter and take possession of them instead.
When the Daemon leaps to another fighter, it will leap to the closest Standing fighter (measure in a straight line through any obstacles or walls) and immediately take possession of them. If two Standing fighters are equally close, randomise.
Once the Daemon has leapt to another fighter, its previous host must pass a Willpower check or become subject to the Insanity condition.

POSSESSED FIGHTERS
Whilst possessed, a fighter improves their Strength, Movement, Attacks and Willpower characteristics by 3 and becomes a Psyker. The possessed fighter has the Non-Sanctioned Psyker skill and knows the Psychic Vomit Wyrd Power.

Psychic Vomit (Basic):
Immediately make a ranged attack with the following profile:
Psychic Vomit
Range – Template, Strength 2, Damage 1, Blaze.
When rolling on the Perils of the Warp table, a Possessed fighter treats a roll of 9-12 as Warp Surge!


Possessed fighters automatically pass any Cool checks they are required to make and cannot be Pinned. They cannot use any ranged weapons they carry.
If a possessed fighter becomes Seriously Injured or be taken Out of Action as the result of a ranged attack or Wyrd power, the Daemon immediately leaps to another fighter, as described above.

UNDERHIVE EXORCISM
Should a possessed fighter become Seriously Injured or be taken Out of Action as the result of an attack made by a weapon with the Melee trait or by a Coup De Grace (Simple) action, there is a chance the Daemon will be exorcised. Roll a D6. On the roll of a 5 or 6, the Daemon has been exorcised. On any other result, the Daemon immediately leaps to another fighter, as described previously.

HUNGER, HUNGER!!!
* Each time a player takes an enemy fighter Out of Action, they will score 1 Victory point.
* The player who exorcises the Daemon scores 6 Victory points.
* The Daemon hungers for the flesh of mortals! Each time the player that controls a Possessed fighter takes an enemy fighter Out of Action, they will score 1 additional Victory point.

ENDING THE BATTLE
The battle ends immediately once a successful Underhive Exorcism is performed, or at the end of round 6. The gang with the most Victory points (see Hunger, HUNGER!!!) is the winner. If two or more gangs have the same number of Victory points then the gang with the most fighters on the battlefield at the end of the battle is the winner.
Alternatively, if a gang has no fighters left on the battlefield at the end of any round, the other gang wins.

REWARDS
* STARVATION
A gang will gain 1 portion of Meat for each enemy fighter they took Out of Action
* SCAVENGE
The victorious gang may add one Scavenging roll to their Stash.
* EXPERIENCE
Each fighter that took part in the battle earns 1 Experience point.
Any fighter who is possessed by the Daemon and still on the battlefield at the end of the game earns D3 Experience points.
The fighter who destroys the Daemon earns D6 Experience points.
* REPUTATION
The victorious gang gains D3 Reputation.
If any gang bottled out, they lose 1 Reputation.