Necromunda Hive Purgadon; Pipeside Campaign

Winky

Ganger
Feb 17, 2025
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Hello all,

My group has been playing a very loose Dominion Campaign for the last few months, and just for fun Id like to document it here.

Due to the fact that our group is very much a "married guys/dads with random schedules" cohort, we're forgoing the tradition Campaign structure for one that works for us:

If someone schedules a game, whoever shows up gets to play.

If you play, and win, you take over a territory.

If you played in the last game session, you get to do post battle actions (buy stuff, recruit, get territory boons). If you couldn't make it to the last session, your gang doesn't do anything.

If you get a bug up your ass and want to introduce a new gang, it starts at 1000 points. IF you have multiple gangs on the go, pick one whichever one you feel like using on game night.

Before anyone asks me if this ends up being "balanced"... I have no idea. We meet up, beat the snot out of each other, drown in the sump, have a good time and build a story.

I'll post some campaign info below, then start posting battle reports.
 

" Welcome to the Underhive, Scummers!"
Take a look at that map. Leave behind the wretched majesty of the Palatine Cluster, travel
East along the Great Ash Road, take a left up into the endless slag mounds of the Spoil, and
stop at that last, isolated Hive you find before you hit the Ruined Cluster.

That’s Hive Purgadon you’ve arrived at. That’s home sweet home.

Purgadon has long been considered among the shittiest of all Necromunda’s Hive Cities, a
reputation that got further enshittified by, in recent generations, a war of succession among
the nobility of the Spyre, a Xeno incursion, a Mutant uprising, and an outbreak of some
godawful zombie plague that nearly wiped out the factorium Helots.

It’s largely back to normal now; the nobles were replaced by inbred distant relations, the
Muties and Xenos genocided back down to an acceptable level, and the factoriums
restocked with human chattel from hives all across Necromunda.

All back to normal UP-hive, that is. The lower reaches of Purgadon’s Hive City and the rotten
expanse of the Underhive are still a rats breakfast. Chaotic, lawless and wretched, even by
Necromundan standards. Oh, the masses still teem, the Benighted Low still subsist upon
the refuse of the Anointed High, and all the rest of that social commentary, but the
scummers and scrappers and toilers and drudgers and scavvers and muties are still
missing that one key ingredient that makes an Underhive great.

Organized Exploitation.

And that’s where you come in. Because, down among the misery and scum and terror of
the Purgadon badzones there’s a lot of wealth for those who want to take it. Wealth and
Power. And every Guilder, Gang, Clan, House, Cult and Outcast wants to be the one to
control it.





Now, zoom in a little. Through the crumbling ceramite walls of the the Hive, down beneath
the rumbling production levels ,into the spaces in between anything that matters, you’ll
find that you and your ragged ass gangers have wandered into a labyrinthine tangle of
pipes, conduits and drains. Eastern Fluid Assembly Complex 42A once funneled water,
delivered fuel and drained waste from the factories and hive blocks of Purgadons lower
reaches.
Now fallen into disrepair, "Pipeside" still hosts rogue factoria, unregulated
catchment farms and reeking slums within its cold metal embrace. The denizens of this
rotting corner of the Hive are barely any better oƯ than the scrappers and muties farming
shit in The Sump, but there's wealth to be ripped from this place.

These pipes run everywhere, and everything runs through these pipes.

 


FACTIONS

Furnace Kings
As a growing population of Goliaths get funneled in to revive Purgadon’s abandoned
foundries, the neck-snappers and the knee-cappers of the Clan are doing all they can to
tighten House Goliath’s meaty grip over the criminal underworld of Pipeside. The Furnace
Kings are a freshly decanted gang of heavy hitters drawn from the iron crews of Burn Town,
dedicated to crushing heads and making creds, in whatever order they manage to
remember.

The Wretched Choir
Deep in the lower reaches of Pipeside sprawl the garbage drifts and midden heaps of
Spillgate. From this miserable hole, the endless trash pickers of Cawdor crawl forth, and,
among them, the stalwart fanatics of the Wretched Choir carry forth the True Imperial Faith
to nail into the heads of the unworthy. Long Live the Emperor, and power to his true faithful!

Harmony Squad
Even within the most pitiful corner of the most distant hive on Necromunda, Lord
Helmawrs iron hand reaches out to crush those who defy him. The men and women of
Harmony Squad, who make up a very small part of that hand, patrol forth from Pipeside
Precinct house to beat down anyone who interferes with Helmawr’s law or Helmawr’s
profits, though both are the same thing.

The Sanctified Scourge
The Adepta Sororitas are an exceedingly rare sight on Necromunda. The Sanctified Scourge
is not just a gang; they are a manifestation of the Imperial Creed's most severe and
unyielding aspects. They descend into the underhive not for territory or wealth, but for a
singular, sacred purpose: to enact divine judgment.
They see the underhive not as a place of poverty, but as a crucible of sin. Their presence is
often a harbinger of catastrophe for the gangs. They do not negotiate or compromise. A
simple dispute over a stash of salvage might become a holy war. Utterly uncompromising,
driven by an unshakable faith that gives them the power to endure the worst horrors of
Necromunda.

Riprekk’s Junka Boys
Ol’ Thunderbou ran one of the best junk yards in the outskirts of Pipeside, a place where
any scavver with even half a brain could find you whatever you need… for the right price of
course. It was a real lucrative business all right, and neutral ground too, until the day
something scorched down through atmo and crashed smack in the middle of the central
junk field.
No one around survived to tell exactly what happened, but now-a-days the junk yard has a
new owner, some big green mutie with an even bigger robotic claw and a mean looking
cybernetic eye. Calls himself Riprekk to anyone who survives talking to him and has a
bunch of green boys -some big, lots more small- toiling away in there building Emperor
knows what.
For a while they kept to themselves, fighting oƯ anyone who were drawn by the endless
sounds of clanging hammers and whirring buzzsaws, but now Ol’ Rip has been sending his
boys further and further into Pipeside, inevitably clashing with the local gangers and
mutants and always looking for something or other to drag back to the yard. Those who
walk away from an encounter with the greenskins always end up wondering one thing;
“What’s he building in there?”

Sanitation Crew 6B
As the Chaos Battlebarge ‘KILLFRENZY’ streaked through the void in a running battle with
Imperium cruisers, Admiral Fistulon Von Gutripper knew he had to take drastic action to
maximize the carnage they could wreak upon their enemies; Jettison the starboard aft
waste tanks, and divert all power to the Daemon Cannons. He did so, vaporising the Navis
ships and tearing a new hole into the Warp to return to the soothing safety of the
MindScream pits.
The countless helot slaves that were in the midst of scrubbing those tanks, however,
weren’t so fortunate. Starboard Aft Waste Tank Assemby 6b shot into Necromunda’s orbit
and rocketed into the Ash Wastes just next to Hive Purgadon. Like an insane mole, this
twisted wreckage of steel and human filth tore through various underhive warrens and
came to a halt in the sump tunnels of Pipeside. Local scavvers, assuming the violence and
stink was just another hivequake, investigated and came under the charismatic sway of the
maddened survivors of the wreck. Strange men and women who spoke to them of freedom,
power, strange new gods and the glories of the Warp. A new band of underhive heroes that
call themselves…..Sanitation Crew 6b!!!

The Clash City Rockers
Everything flows through Pipeside, and the rockers control the flow of stims and chems in
this corner of the Underhive. The lowest ranks of the House of Blades, they're a ragtag crew
of nihilistic juves and opportunistic matriarchs with a menagerie of green-blooded wildcats
and drugged-up death maidens. They'll use toxic firepower to seize as much control as they
can in the criminal underworld.

The Wastoids
The nomads have roamed the Ash Wastes for generations, marauding passing supply
caravans and disappearing back into the sand. Recently, rumours have spread through the
Underhive of a group of ruthless nomads raiding gang territory, of sandstorms conjured
from nothing in the depths of Pipeside. Juves call these raiders "the Wastoids." They're
lead by fearless and ambitious chieftain Gra'al, deadly Naku'taari watchers Cholra'an and
Zorq, tenacious warriors K'Grrt and K'Chagga eager to prove their mettle, and party dudes
Oggbogg and Boggrogg. Pipedwellers best pray to the great sand spirits that they don't get
ambushed by the Wastoids!
 
ESCORT MISSION

The Clash City Rockers were contracted by a Cold Trader syndicate for a vital task; get our distribution operative,Hood, through the warrens of Pipeside alive.


The Furnace Kings had a different idea; there's plenty of folk in Pipeside who'd pay good money to place the head of a Xenotech peddler on their mantle.



The Eschers clustered around Hood and made a run to get the trader
to the far side of the plaza, but got pinned down behind Flush Tower by a Goliath Pincer attack




Stuck in cover, and a long way from the extraction point, the Clash City girls set up a cordon to shut down the charging Furnace Kings



The battle came down to a toe-to-toe slaughter, trading vicious axe wounds for point blank laspistol volleys.



When the outlook was darkest, and the window for transport closing, Fortune smiled on the Eschers; The Goliaths were no mathematicians, but even they understood that 1 captured leader + 1 dead Champion - a bunch of crippled and blinded dudes equalled a bad day. They turned tail and disappeared into the pipes.
The Rockettes, those were still standing, took their payment and counted their casualties



Butchers Bill

FURNACE KINGS
+ 10 creds from Burn Town settlement
Pusher- Captured
Breakout-Dead
Slag - Convalesence
Temper- Spinal Injury
Bellows-Eye Injury
Lucky - Convalescence

CLASH CITY ROCKERS

+ 60 creds from successful mission
Gained Rogue Doc Shop Territory, + Rogue Doc Hanger-On, + 60 creds
Gained + 10 (?) from Home Settlement

Marika- Horrid Scars
Death Maiden- Head Injury
Wyld Runner- Convalescence
Olina - Convalescence
Rhoisinn- Convalescence
 
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A scavenging party of Goliath stomped their way along a tunnel in the tomb black guts of Pipeside. Blister, walking point, gradually became aware of a vague feeling of danger worming its way into his brain. He hissed for his Vat Brothers to stop-Why? Was it because of the hints of movement in the distant gleams of broken plasma coils? Was it the rising smell, no.. . smells wafting through the vents - chemical weapons grade perfume mingled with mutant swamp ass? Was it the muffled click of unseen claws that had dogged their shadow throughout the undehive?

He never figured it out, because thats when the fight started.

TERROR IN THE DARK

The Furnace Kings, the Clash City Rockers , and the Junka Boys blundered into each other while picking scrap beneath Pipeside. After an initial rush to lay claim to the scattered loot caskets, the gangers fell into mauling anyone who was close enough to see in the gloom.




Eschers dumped round after round of needle shots into the burly figures closing from the South and West, while Goliath heavies smashed hammer and chain weapons into anything smaller than them. Strange green muties, new to Pipeside. Hacked their way in to both sides.



As the melee sprawled around the feeble glow of the plasma generator. Fighters began to drop; a Phelynx cat was stomped out by a greenskin, A Bruiser was dragged into the badzones by a shadowy beast, a goblin was sawn in half. Eventually, each gang stumbled from the battlefield licking their wounds.


 
ANCIENT TREASURY AAR (based on Mercator Storehouse Heist)

The lone survivor of a scrapper party Staggered back into Pipeside. From a torn a torn and broken face, he mumbled a tale of horror ; brave comrades, searching for loot, traversed a forgotten passageway. They were set upon by a nightmare made of steel. It tore men asunder, charred their flesh and ground their bones underfoot. His tale told, the shattered Prospector succumbed to his wounds.

Five minutes later, the tale spread like sumpfire. LOOT, BOYS, LOOT! LOOT IN A FORGOTTEN TUNNEL!




The Wretched Choir of Spillgate, the Clash City Rockers, and the Junka Boyz converged on the scene. A war bot, surrounded by the ruins of an ancient noble house, patrolled in a endless routine. As the three gangs closed, the solution was obvious; a common enemy, wealth enough to share, an opportunity to work together as one...



So,unsurprisingly the gangs immediately began to Maul one another on the way to the objective. The Orks took pot shots at anything that moved, Eschers took the high ground to leisurely murder from a distance, and the hordes of Cawdor lobbed fire bombs at all and sundry.



After severely weakening each other, the gangs divided their attention between further murder, snatching loot caskets, and taking down the iron behemoth. Wealth and casualties rose simultaneously, but eventually the Orks succeeded in destroying the robot and taking control of the territory. All hands scurried away with their painfully gotten riches, and the Junka Boyz spread their control over the Old Ruins.


 
While im working on dredging up old battle reports, here's a custom rule for our campaign

BOUNTY COLLECTING

Your mobs of scum and villainy are a sordid lot, given to various forms of bad behaviour in the downtime between battles.These revolting infractions, whether honestly witnessed or spitefully invented, usually result in some anonymous citizen of Pipeside placing a bounty on the offending gangers head. Before each battle, randomly choose one Fighter involved in the battle to be under a bounty. Whoever takes that fighter out of Action gains a bonus of 15 credits. Roll a random crime below.

1) Carnal knowledge of a Mutant
2) Xenophilia
3) Pouting
4) Consoling a slave
5) Cultural appropriation
6) Public defecation without a permit
7) Retroactive Trespassing
8) Lollygagging
9) Expecting the Imperial Inquisition
10) Impersonating a Servitor
11) Resembling a Heretic
12) Low Treason
13) Unauthorized whoremongering
14) Obstructing a waste pipe
15) Scumfoolery
16) Defacing graffiti
17) Whimsy
18) Deliberate misuse of a Corpse starch ration
19) Watching the watchmen
20) Emotional buggery
 
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I think Runs-from-Villagers my "genuine" Ratskin Scout is probably wanted for most of those...

MapsPoster-Wanted.jpg
 
More battle reports coming once I get my priorities straight, but until then here's a few house rules we like and use in our games.

HOUSE RULES

- Any trap deployed by a Defender is not laid on the table as a marker; instead, the defender draws a quick sketch of the battlefield, and indicates where the trap is. If an attacker walks within 2", the Defender informs them and triggers the trap.

- All gang terrain is treated as Common for that gangs purchasing.
- Any Ganger can take any weapon or Equipment that appears in their house list.
- Knockback is automatic, resisted by strength save. ( currently in playtesting)
- Fighters CAN sell, trade, stash or trash any weapon they own.
-Players can retire fighters/recruit new fighters at any point in campaign.

- Player driven bounty system. In downtime, any player can choose to set a bounty on any fighter, in any rival gang. The name of that fighter is communicated to the arbitrator, and the player donates an amount of credits to establish a bounty pool. Any other player can contribute to this pool. If that named fighter is taken OOA, the player that did so is awarded the credits.

-PIPE CRAWL . Double Action. Any fighter within 1" of a pipe oprning can use this action to traverse the Battlefield. Make an Int Check. If passed, fighter can emerge from any other pipe opening anywhere on the board. If failed, roll d6. 2-6, opponent chooses where fighter emerges. On a 1, fighter chose a wrong turn and goes OOA. Roll on Lasting injury table.


Alternate Captive Fighter rules

Captive Fighters can be ransomed back to their gangs, sold to Guilders, Executed, OR Brainwashed.

Brainwash. At the beginning and end of each battle, roll a Contested Leadership VS Will check for your Gangs Leader (Or a Champion, if the Leader is in recovery) against every captive fighter your gang possesses.

If Leadership fails and Will passes;the fighter can make an escape attempt, as per Captured rules.

If Leadership passes and Will passes, stalemate. The fighter remains a captive but does not fight.

If Leadership fails and Will fails, stalemate. The fighter remains captive, but does not fight.

If Leadership Passes and Will fails, the Fighter is convinced to fight on behalf of the gang that captured them. They are available to be fielded and controlled by the Capturing player for that battle.


(We are really liking the captive rules; in a recent battle, an Escher Wyld Runner met her end while fighting on behalf of Cawdor, who were attacking the Escher home turf. A Goliath Forge-Born also died in that battle, fighting for Escher against Cawdor. Right now, my Goliath are beating a captive Ork Gretchin (Outcast Hive Scum) into submission, while the Orks are presumably waterboarding a Bruiser they kidnapped.)

 
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As terrible as the Purgadon Badzones can get, they’re never truly empty. Peer closely into any pipeworks, ruined hab block or sump and you’ll eventually see all manner of Hive Scum traipsing through the filth. Some are out here scrabbling among the debris, trying to find something of value. Some are keeping to the shadows, trying to find a safe way home. And some, dear scummers, are just out for blood.



Cauldron of Lies



A troupe of Venators on their way to the next contract, a band of Goliath collecting scrap for their smelter, and pack of Escher bitches out on the hunt converged in the walkways above a festering sump.

The Furnace Kings, first to realize that the shadowy figures ahead were a serious threat to their rummaging, immediately opened fire, knocking an Escher to the floor and dropping a Venator into the Sump. A Bruiser lumbered forward, intent on claiming a scrap bucket… eventually.



The Venators scrambled down from high atop a pipewall, intending to hit the walkways and sprint to a safe exit. They fired frantically at the Furnace Kings to their South and the Clash City Rockers in the heights, to little success.


The Rockers opened up a hail of withering lasgun fire against anyone they could see, and sent their heavies down to command the walkway choke points.



Eventually, seeing that the plodding Goliaths were more interested in hauling scrap than crushing heads, the Rockers concentrated fire (and las, and gas, and blades) upon the hapless Venators. Funneled onto a single narrow walkway, the Venators were lashed with gouts of toxin and relentless shock whips.


Their twisted thrill kill count met, the Eschers turned and fled into the shadows, victorious.

 
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