Port Kraken Campaign

Port Kraken Campaign

On the Edge of the Hive where the Sump sea drains into the Ash wastes lies Port Kraken, although once a major transit route and trade post a Hive quake took out a large chunk of the settlement and a lot of the workforce was moved elsewhere along with the major gangs who ran the rackets.
Now in the power vacuum new gangs are starting to reappear and try to stake their claim for the riches control will offer as the settlement tries to redeem itself.
Although there are only a few basic territories to start, the larger house orientated territories will re open as the settlement starts to establish itself once again. A lot of the merchants are hoping to start venturing back out through the Ash gate and the sump captains regularly tell of loot and plunder for gangs to ply the corrosive waters when they have the knaus for it...

The Campaign will begin with a short list of territories to battle for, adding in more as we go, gangs are to be chosen to the standard 1000 credits for the appropriate house book.

Territories

  • Synth Still

    Escher (GotU)
    The Violet Angels

  • Generatorium

    Van Saar (GotU)
    The Unpronouncanbsu

  • Needle Ways

    Delaque (GotU)
    The Unpronouncanbsu

  • Promethium Cache

     The Unpronouncanbsu

  • Precinct Fortress

     The Razorshaft Protection Patrol

  • Mine Workings

    Orlock (GotU)
    The Prospectors

  • Tunnels

    Orlock (GotU)
    The Bileshroud Legion

  • Workshop

     The Bileshroud Legion

  • Bone Shrine

    Cawdor (GotU)
    Return of the Rodent's Rot

  • Corpse Farm

    Cawdor (GotU)
    Return of the Rodent's Rot

  • Toll Crossing

    Orlock (GotU)
    Randolphs Rockets

  • Collapsed Dome

     Phantom Network

  • Stinger Mould Sprawl

    Escher (GotU)
    Greesed Litenin (+710

  • Narco Den

    Escher (GotU)
    God save the Emperor

  • Sludge Sea

     God save the Emperor

  • Tech Bazaar

    Van Saar (GotU)
    Ghetto Imperial Guard

  • Wastes

     Cult of the Widow

  • Drinking Hole

    Delaque (GotU)

  • Fighting Pit

    Goliath (GotU)

  • Refuse Drift

    Cawdor (GotU)

  • Slag Furnace

    Goliath (GotU)

  • Sludge Sea

     

Rackets

  • Spire Patronage
  • The Unpronouncanbsu
  • Whisper Brokers
  • The Unpronouncanbsu
  • Guild of Coin Bond
  • The Solar Sifters (+520
  • Narco-Distribution
  • The Razorshaft Protection Patrol
  • Promethium Guild Bond
  • The Prospectors
  • Caravan Route
  • Randolphs Rockets
  • Blood Pits
  • Greesed Litenin (+710
  • Slave Guild Bond
  • Greesed Litenin (+710
  • Life Coin Exchange
  • Ghetto Imperial Guard
  • Water Guild Bond
  • Cult of the Widow
  • Corpse Guild Bond
  • Unclaimed
  • Out-Hive Smuggling Routes
  • Unclaimed
  • Production Skimming
  • Unclaimed
  • Redemptionist Backers
  • Unclaimed
  • Settlement Protection
  • Unclaimed
  • Witch Seeking
  • Unclaimed
Battle Ghast Harvest
The Unpronouncanbsu 4,255Hives within Hives 3,315
One Punch Man was born
1mth
Battle Into the Labyrinth
Promethium Guild Bond territory claimed
The Ratholic Church 2,210The Prospectors 2,815
Mining lasers weren't needed after all
1mth
Battle Into the Labyrinth
1,740 1,390
The hideous beast turned out to not be fire proof
1mth
Battle Dome Fall
Enforcers 1,240Randolphs Rockets 4,005Hives within Hives 3,090
The Enforces brought their vengeance with the wings of Gravity...
2mth
Battle Dome Fall
The Unpronouncanbsu 3,855God save the Emperor 1,840Cult of the Widow 2,110The Prospectors 2,435
And they say Dwarves can't jump!
2mth
Battle The Hit
Water Guild Bond territory claimed
Cult of the Widow 1,950The Prospectors 2,435
An explosive battle in the struts of sector 7
2mth
Battle Smash & Grab
Spire Patronage territory claimed
The Unpronouncanbsu 3,750Greesed Litenin (+710 4,040
The Shadows took the spire at sundown
...
2mth
Event
event_image
  • Rat Invasion Engulfs Port Kraken

    Attention, Gang leaders of Port Kraken!

    A new Cawdor gang, the 'Ratholic Church,' has declared war on the Tyrannical 'Felch the Unborn' by infiltrating the Rodent Rot's hideout and releasing their prized and vast collection of Rats, they hope to destabilise the region and stir Chaos among the populous!

    When starting your games this week, just before picking deployment zones but after placing terrain/objectives, roll a Scatter Dice. Brace yourselves - The Rats will swarm in from that board edge tile on the first turn, reducing Movement, Ballistic Skill and Initiative by -1 to anyone caught in the Rat tide! Hold on tight, because with each following turn, the rats take over an additional connecting tile determined by another Scatter dice roll as they slowly flood the board.

    Stay sharp, adapt, and watch your step as the battle for the Port never rests.

    Palatine Outpost 362

    "...the battle for Port Kraken never rests."
by Wood Imp, 2mth
Battle Release the Rats
Return of the Rodent's Rot 3,420The Ratholic Church 1,215
2mth
Battle Lascannon go Brrr
Return of the Rodent's Rot 3,445Randolphs Rockets 3,465
A stalemate that timed out...
2mth
Battle Fuel Hunt
Slave Guild Bond territory claimed
Greesed Litenin (+710 3,620Randolphs Rockets 2,705
The Greesers take control of the slaver trade racket...
2mth
Battle Creature hunt
Caravan Route territory claimed
Randolphs Rockets 2,535The Prospectors 2,290
The Rockets claimed the Caravan...
2mth
Battle Road Block
1,985 1,465
Meat and veg claim first meal.
2mth
Battle The Hit
Needle Ways territory claimed
The Unpronouncanbsu 2,840Return of the Rodent's Rot 2,955
Death came from the shadows...
2mth
Battle Deux Ex Machina
Randolphs Rockets 1,870Hives within Hives 2,555
Vengeance scalps were taken by the Nomads....
3mth
Battle Border Dispute
Guild of Coin Bond territory claimed
The Solar Sifters (+520 1,525The Prospectors 2,290
The Sifters were the Bigger men...
3mth
Battle Gunk tank
Toll Crossing territory claimed
Randolphs Rockets 1,725Hives within Hives 2,115
The Rockets introduced Demo charges to the Nomads....
3mth
Battle Forgotten Riches
Generatorium territory claimed
The Unpronouncanbsu 2,205 1,985
A battle of ghosts...
3mth
Battle Forgotten Riches
The Solar Sifters (+520 1,330Hives within Hives 1,865
The Nomads Burned the Bullet cutters down...
3mth
Battle Critter swarm
1,635 1,310Cult of the Widow 1,795Ang' va the ashen fang 1,670
A very quick win for the Cult...
3mth
Battle Caravan Heist
Return of the Rodent's Rot 2,910Greesed Litenin (+710 3,455 1,055
First Battle in the Ash Wastes...
3mth
Battle The Hit
Needle Ways territory claimed
Return of the Rodent's Rot 2,950The Prospectors 1,520
The Rats take the hidden ways....
3mth
Battle Border Dispute
Mine Workings territory claimed
1,290The Prospectors 1,510
Prospectors claim the mines...
3mth
Battle Border Dispute
Bone Shrine territory claimed
Return of the Rodent's Rot 2,950Cult of the Widow 1,625
The Rats took a hard earned win...
3mth
Battle Bloodbath
Stinger Mould Sprawl territory claimed
Greesed Litenin (+710 2,580The Violet Angels 1,805
Litenins won the stinger sprawl...
3mth
Event

The Ash Gate reopens,

The Great gate that allows Port Kraken's access to both the Ash wastes and the Greater sump sea has finally been reopened.

gangs can now hold up to five territories and collect the income from all of them once per cycle*. After the 2nd game only 3 territories may be worked for income (special benefits unaffected)* and after the 3rd only 1 territory may be worked(special benefits unaffected)*.

* provided the gang has afit and healthy ganger to work the territory.

As the gangs are now out claiming new territories and only stop in at their settlement once a cycle expenses only have to be paid once a week at the usual 5 creds for each gang fighter and 10 creds per vehicle. Gangs that pay their expenses can roll on the house favours with the usual rules and do not need to heed the jury rigged rules as the home base has the mechs who know the vehicles best.        Gangs who do not wish to pay expenses have their home settlement down grade to an old ruins, have to pay the jury rigged fees, and must subtract reputation from any house favours rolls.

Gangs receive 500creds to be spent on vehicles, weapons, crew, mounts or mounted fighters. Any unspent creds are lost. Gangs may add to the pot from their own stash.

Vehicles will need a card filled out to match the details put in your gang notes with the note adde to gang title

eg Unpronouncanbnkudb AW +500 = Gr 2415

First Ash wastes great Caravan arrives,

The caravan brings goods from other hives and the settlements in between, during this cycle, the rarity of all items is reduced by 1. In addition items with a rarity of 7 before reduction become common and can be bought without a rare trade action.

Lowering Sump levels, 

With all the activity in the docks and the sump gates the lower hab levels have started draining out leaving behind toxic sludge. Roll 2d6 before each battle this cycle for any non Ash wastes games, on a roll of 7+ the game Is in a recently drained area. 

In sector mechanicus games count the ground  (or any pools or liquid terrain surfaces) as caustic. Any fighters on caustic ground reduce their toughness by 1, and if they are seriously injured go out of action. 

in zone mortalis games, randomly choose d3+1 tiles to bc counted as caustic using the same rules as above.

Ash Wastes environment,

The gangs are just venturing out into the near wastes for the first time, all Ash wastes battlefields will follow the rules for rocky fields (rb 198) and soaring temperatures (rb 200).

by BranBuccarcher, 4mth
Battle Righteous Crusade
Corpse Farm territory claimed
Return of the Rodent's Rot 2,165The Razorshaft Protection Patrol 2,265
The Rats claim the Farm...
4mth
Battle Border Dispute
Wastes territory claimed
Phantom Network 1,760Cult of the Widow 1,465
The Widows claim their first win....
4mth
Battle Juggerbowl
Manic Pixie Dream Girls 2,020 1,245
Pixies won the match..
4mth
Battle Juggerbowl
God save the Emperor 1,750Randolphs Rockets 1,365
Winner of the JuggerBowl goes to God save the Emperor!
4mth
Battle Juggerbowl
Red Widow Cabal 1,855Randolphs Rockets 1,365
The wreckers one the game...
4mth
Battle Juggerbowl
The Razorshaft Protection Patrol 2,185The Violet Angels 1,830
1st round win for the Angels.
4mth
Battle Escape the dome
Synth Still territory claimed
The Razorshaft Protection Patrol 2,185The Violet Angels 1,830
The Angels second win..
4mth
Battle Border Dispute
Tech Bazaar territory claimed
Ghetto Imperial Guard 1,455The Razorshaft Protection Patrol 2,255
The Palanites suffered to the Lascannon....
4mth
Battle Juggerbowl
God save the Emperor 1,585Greesed Litenin (+710 2,120
2nd win for the Emps...
4mth
Battle Juggerbowl
1,545 890
Brutal first match win for shredders...
4mth
Battle Juggerbowl
Phantom Network 1,760The Razorshaft Protection Patrol 1,905
Phantoms win 2nd outing on pitch...
4mth
Battle Juggerbowl
Red Widow Cabal 1,630The Bileshroud Legion 1,935
Match timed out, no clear result...
4mth
Battle Juggerbowl
890Cult of the Widow 1,280
Match timed out, result inconclusive...
4mth
Battle Juggerbowl
Return of the Rodent's Rot 1,970Phantom Network 1,760
First match win for the Rats...
4mth
Battle Juggerbowl
Red Widow Cabal 1,550Return of the Rodent's Rot 1,970
Widows won the match...
4mth
Battle Juggerbowl
Greesed Litenin (+710 1,855Cult of the Widow 1,280
First run for the Cult...
4mth
Battle Juggerbowl
The Unpronouncanbsu 1,595God save the Emperor 1,475
Absolute thrashing given to the unpronounceables...
4mth
Battle Cauldron of Lies
Workshop territory claimed
The Bileshroud Legion 1,670The Ratholic Church 1,105
The Ratpack had their first outing....
4mth
Event

Waxy Bobs mad wanderings....


The Ballad of Waxy Bob...

These days "Bob" is a follower of the redemption, after they had found him wandering the shores of the sump sea muttering incoherently, occasionally spouting the locations of old places of interest and the cartographic information of that area...

Waxy Bobs head injuries which he sustained when his airship crashed took most of his conscious memory away and left him with extreme confusion and moments of hallucination. The recent high stress hostage situations he has been at the mercy of have not helped...

At these points his now malfunctioning cogitator chips take over and start drawing maps on the nearest available walls. These will be high quality and gangs that find them can make use of the information.
The air guild implants have made Bob into an escape artist and help divert possible attacks, not that anyone will want to hurt him with all the money that can be made from his maps when he is captured and used to draw maps for the gangs...
The Guild believes he also holds very important information from his last mission which gangs can try to find out from him themselves, they may be able to get the prize first.

Rules; Bob must always be included in a gang and does not count towards scenario maximums.
Waxy Bob must pass a ( int/Wil) test or he will roll a d6 if unengaged
1-3 lose contact with reality and revert to drawing maps on the nearest available wall section.
4-6 wander off, move Bob 2d6" in a random direction.
If Bob is engaged he will act as normal as self preservation kicks in, but will try to go back to his scribbling as soon as he can so Wil not coup de grace, instead he will move 4" to the nearest wall.
Bob can avoid these effects by staying within 2" of his gang leader.

Bob must be take alive! No ranged attacks may be made against Bob that can cause a lasting injuries table roll, in melee only attacks that do not have an Ap may be used against Bob and instead of rolling for injury he is automatically treated as out cold.
DO NOT REMOVE BOB FROM PLAY.
Bob is now treated like an ammo crate (does not affect ammo rolls) and may be dragged back to the gang hideout if;
The gang wins the battle and has a fighter closest to Bob at the end of the game.
Or
Bob is dragged off the board by the captor or within 3" of the capturing gangs deployment battlefield edge.
If a gang manages to capture Bob after the game they receive an extra d6x10 creds from the maps he produces.
The gang leader or champs may try to question him, if they can pass an intelligence check they receive a piece of info regarding Nostromo.
This will take up that fighters after game actions and can only be attempted once per battle.
Once a gang has captured Bob any gang may attempt to rescue him, if so they are then allowed to question Bob. Gangs need to be successful three times to get all the info out of Bob needed to find out what and where the Nostromo is.
Bob is an amazing escape artist, his implants have the ability to unlock all doors without need to take an action when Bob wanders and he gets to roll an extra dice for any escape rolls in addition to having the escape artist skill. On scenarios where Bob moves randomly to escape he can always make his full double move instead.
If Bob is held by a gang that can't attend a session he automatically escapes and returns to the Rodents.
During any games the capturing gang play where they hold Bob hostage, he must be represented in game and have a jailor stay within 1" of him at all times to make sure he doesn't wander off. If for any reason in the end phase there are no fighters in 1" Bob wanders 2d6" in a random direction. If he wanders off the Board he returns to the Rodents.

Bob is not included in the starting line up for Juggerbowl.
During the blood bowl matches from the Rodents Third game onwards or after they leave the tournament, on a 6+ during the Rodents end phase Bob will randomly wander 2d6 from the deployment zone.
Add 1 to the roll for each additional turn after the first. This can be in any game after the Rodents have lost a match too, until they do it is only in their games this roll is made.
During these he will wander from a random side at the central line and act as above without the need for a test as it counts as automatically failed.

In matches after this point he may turn up randomly as well at a point 2d6" from the central point in a random direction, not within 3" of another fighter, on a 2d6 + turn roll of 13 or more if he is not already in another gangs custody or in play on another board, please let the Arbitrator know once Bob is captured so the info can be shared to all players.

by BranBuccarcher, 4mth
Event

Cabal-Voxl opens the Arena in Port Kraken.

Cabal-Vox has set up a station in Port Kraken to transmit vox and tel broadcasts of the bloodier games up hive.
A particular viewer favourite are the Juggerbowl games, dating back to ancient Necromundan history when the House Nuffel was a major player in the game of houses. The games pit two teams against each other in a bloody battle to place the skull on the opponents spike.

The First Jugger cup has been announced and gangs are invited to join this one day bloodbath.
Gangs may choose a team of 8 fighters to take part, once a ganger has taken an injury that send them into recovery they can no longer take part in the days games, also any docs fees are paid for by CabalVox. If a gang falls below 3 fit fighters it can no longer take part.

The gang are playing for 3 prizes;
First ; Juggerbowl cup (mung vase) exotic furs, team jersey (uphive raiments), juggerbowl medal (opulent jewellery).
Second; exotic furs, team jersey, medal.
Third ; Team jersey, medal.
All gangs that take part in the tournament will also receive a 150creds participation payment and a medal for the leader if they haven't already taken a pole position.

gangs do not collect income from there territories until the end of the games have concluded but may use the perks of any territories they do own throughout the event. No expenses need to be paid as the gangs are celebrated in their own settlements for taking part and making the place famous throughout the hive.

by BranBuccarcher, 4mth
Event

Wanted; Lucius De Columbo former Guild Cartographer has had a warrant issued by the Air guild, he is believed to have vital cartographic information of the local area and the guild want to retrieve him and that information.

warrants have appeared asking for information on his current whereabouts, his Surveyors airship having been found crashed nearby to the Port having been on a surveying mission outside the walls of the hive mapping the sump sea for the imminent reopening of the Sump Hive gates.

Lucius has either defected to the under hive, taken injury or died in any case the guild want him recovered as his cogitator chips hold masses of data on the local areas....


by BranBuccarcher, 4mth
Battle Rush 'em
The Bileshroud Legion 1,635The Violet Angels 1,490
An honourable draw for the Angels first battle.
4mth
Battle Border Dispute
1,445 1,400
Blood on the casino floor, the Delaque were lucky to have private healthcare after the Orlock demo charge run...
4mth
Battle Slaughter in the sump
Spire Patronage territory claimed
Greesed Litenin (+710 1,855Phantom Network 1,760The Razorshaft Protection Patrol 1,905The Bileshroud Legion 1,935 890
Shredders first Battle
4mth
Event

Business is Booming, the Bounty hunters flock in...

With the sudden increase of activity at the Port and news that the Sumpsea Gate works have almost been completed giving outer hive access for the big cargo ships and Cabal-Vox reopening the Jugger-bowl games, Named personalities are flocking to the area keen to get some work as Bounty hunters or earn creds and fame hunting down the big names that are being forged.

Dramatis personae may now be added to gangs by an underdog player who would still receive underdog bonus of at least +1 after the named model has been added. They gain the Bounty hunter rules for capturing in addition to any other rules they may have if they are lawful, outlaw characters do not benefit from this.

the hire fee for these is 25% rounding up to nearest 5 creds. Which gang be taken from after game earnings if there is an underdog of +2 after the character has been added.

Gangs that want to just hire a named character without an impending underdog bonus in next game must pay the full value of the character or as detailed in its own special rules, and it does not receive the bounty hunter rule.

by BranBuccarcher, 4mth
Battle Smash & Grab
Manic Pixie Dream Girls 1,645Feeders of the eightfold 1,620
Pixies reaped a heavy death Toll from the feeders...
4mth
Event

Empires spread...

Gangs may collect income from territories twice per cycle.

Gangs are now able to hold up to three territories, before have having to choose which to keep or discard.

The Black market has now become open to everybody...

the Dobbing Snood effect...  the Local populace has started to be come reluctant to assist the larger gangs that refuse to pay for food, beers and bullets in the home settlement. Gangs that are willing to pay the 5 creds per gang fighter and 10creds per hangar on may use settlements as normal and receive double recruits on 6's, they may also make a roll on the House favours list with no penalties once per cycle as the great houses show favour on those willing to help rebuild the port through spreading the loot.

Downtime will be applied at the end of this week's cycle.

by BranBuccarcher, 4mth
Battle Border Dispute
Narco Den territory claimed
God save the Emperor 1,540The Razorshaft Protection Patrol 1,580
The Palanites ran rather than take any more injuries.
4mth
Battle Rescue Mission
Narco-Distribution territory claimed
Manic Pixie Dream Girls 1,835The Razorshaft Protection Patrol 1,520
The Police have taken over the Drug trade...
4mth
Battle Smash & Grab
Return of the Rodent's Rot 1,755Ghetto Imperial Guard 1,340
Pyrrhic victory to the Redemption..
4mth
Battle Sneak Attack
Greesed Litenin (+710 1,650The Razorshaft Protection Patrol 1,520
Greesed litenin hit the coppers again...
4mth
Battle Back from the Dead
Greesed Litenin (+710 1,650Manic Pixie Dream Girls 1,525
Litening took the smelting works.
4mth
Battle Border Dispute
Life Coin Exchange territory claimed
985Ghetto Imperial Guard 1,000
The Ghetto gaurd took their first win...
4mth
Battle Sneak Attack
Promethium Cache territory claimed
The Unpronouncanbsu 1,330Return of the Rodent's Rot 1,955
Despite the loss of their leader the unpronounceable one defiled the Relic...
4mth
Battle Public Execution
Return of the Rodent's Rot 1,955Feeders of the eightfold 1,480
Waxy Bob returned to the fold again...
4mth
Event

Industry returns,

during this phase the gangs gain access to the Trade post as guilders return to do business, and the larger territories begin to reopen. From now on gangs can access the legal options at the Trade post. The Black market has yet to truly re-establish itself...

With the larger more affluent territories opening more resources are available and the gangs can now hold a maximum of two territories at a time before having to choose which to discard if a 3rd is won.
With the work being easier to find the wealth of easy recruits has dried up and settlements go back to their usual rules.
Also due to all the extras going on gangs can only claim income from the non base territory once per cycle and will need an uninjured "ganger" to work the territory. Territories/rackets that give a blanket buff in game are also affected by this rule after each game not just the games where income is collected eg Blood pits and Prometheus cache.

Travel has also become easier so the gangs with Brutes can now also issue challenges for territory.

Once the previous phase ends and at the end of this occupation phase a downtime cycle will occur as per the usual dominion rules except only gangs with a gangrating under 1250 receive the usual 250 creds. Gangs with a higher rating may go to their house and roll on the appropriate favours table subtracting their Reputation score from the roll.

Industry returns territories
Refuse Drift, life coin exchange,
Drinking Hole, Gambling empire,
Narco den, Narco distribution,
Smelting works, witch Hunters,
Tunnels, Spire patronage,
Generatorium.

Palatine fortress (Enforcer controlled only)

Gangs with a rating on 1500pts have to spend 5 creds per gang member after each game in expenses as the local populace realise they are becoming wealthy targets..
Gangs with a rating over 2000 have to pay 10 creds per gang member, hangars on are included in these costs.

by Alpheratz83, 4mth
Battle Scavenge
Sludge Sea territory claimed
Greesed Litenin (+710 1,630The Razorshaft Protection Patrol 1,050
The Palanites take their first win!
GL 20 tRPP 150.
4mth
Battle Scavenge
Greesed Litenin (+710 1,550Feeders of the eightfold 1,325
Greesed ones got the loot...
Gl 70 FotE 30.
4mth
Battle Scavenge
Return of the Rodent's Rot 1,670Feeders of the eightfold 1,325
The Rats picked at a lot of corpses...
4mth
Battle Public Execution
1,050Return of the Rodent's Rot 1,620
Waxy Bob has been returned to the fold...
Rrr 90 cr DT 100
4mth
Battle Back from the Dead
Sludge Sea territory claimed
God save the Emperor 1,070The Razorshaft Protection Patrol 1,050
Revenge from the dead...
Gse 80cr RSP 50cr.
4mth
Battle Smash & Grab
Caravan Route territory claimed
Manic Pixie Dream Girls 1,540The Razorshaft Protection Patrol 795
The Palanites got shafted with Razors...
4mth
Battle Pacification of Dust falls
Return of the Rodent's Rot 1,225 1,000
The Rays have yet to live up to all the trash talk they have been throwing around...
4mth
Battle Scavenge
Settlement Protection territory claimed
Red Widow Cabal 1,025Phantom Network 940
The Cabal took a first win...
4mth
Battle Death in the plaza
Blood Pits territory claimed
Return of the Rodent's Rot 1,225Greesed Litenin (+710 1,600
The Greesers took out their target...
4mth
Battle Stand-off
905Feeders of the eightfold 1,060
Confusion caused the feeders to miss a meal and the tarnished ones beat them down.
4mth
Battle Scavenge
Whisper Brokers territory claimed
The Unpronouncanbsu 1,130Manic Pixie Dream Girls 1,250
After a barrage of nasty tactics turned the lights off and confused the pixies, the shadows took the loot...
4mth
Battle Border Dispute
Manic Pixie Dream Girls 1,205Feeders of the eightfold 1,000
A Brutally successful first outing for the feeders...
5mth
Event

Underdog bonus.

If a gang plays another gang with a higher gang rating for each full 100pt difference in gang ratings after completing the battle the underdog receives:

+1xp for surviving the game e.g a difference of 265 in gang rating will give +2xp to the total of 3xp for surviving the game instead of just the usual 1xp.

+1 to any income rolls made for the gang e.g difference of 265 will give +2 to the income of your base settlement for total of (1d6+2) x10 creds.

these bonuses are in addition to the bonus tactics cards detailed in scenarios.

by BranBuccarcher, 5mth
Battle Border Dispute
Collapsed Dome territory claimed
980Phantom Network 940
The Phantoms took the head of the new captain, Radtown protectors reset to start
5mth
Battle Border Dispute
Wastes territory claimed
The Unpronouncanbsu 1,130Greesed Litenin (+710 1,120
The Greesers fell to the tricks of the shadows...
5mth
Battle Border Dispute
Workshop territory claimed
1,000Greesed Litenin (+710 1,120
Freezers came on top despite all the trash talk from the Rays...
5mth
Battle Border Dispute
Promethium Cache territory claimed
995Return of the Rodent's Rot 1,000
Zeal triumphed over cunning...
5mth
Battle Border Dispute
Sludge Sea territory claimed
God save the Emperor 1,000Manic Pixie Dream Girls 990
First Blood to the Pixies...
5mth
Event

Battle commences.

Players have 1000 creds to spend on building their gang using the standard rules in the new rulebook.

During the opening phase players will be able to issue a challenge to fight for one of the 8 territories available on a first ready first pick basis.              Until all 8 territories have been claimed gangs have to challenge for an unoccupied territory. Once the initial territories are all claimed gangs can move on to claiming rackets or challenging for one of the previously claimed territories.

Gangs may issue challenges for territory until they have had a successful battle, after that all games are only standard rewards (income, xp, etc).        Gangs can only claim income from their claimed territories twice per week, after that it is only scenario specific rewards.  Gangs that refuse to come to the table forfeit the territory, no income is claimed by either gang or after battle actions.

Gangs which include a Brute can only accept challenges in this stage to represent them moving slower.                                                                            No Dramatis Personae or house agents until further notice.

Only one territory other than your gang settlement can be held at one time during this phase, if the gang wins a 2nd it must choose which of the two to retain, they can however claim the income from the territory  once/before winning the battle before discarding.

During this first stage of the campaign, the main Guilder Tradepost is being restocked so gangs can only access there own house equipment lists.                 However due to the sudden influx of Hivers to the area fresh recruits are easy to find so settlements yield double the number of recruits when successfully rolled for.

Any gang that tries to abuse loopholes or just plain tries to neckbeard will get a taste of the Arbitrators Hammer gang at full strength or maybe just a dose of Nurgles rot.... Also being admin i can edit and amend any gangs where needed.

players must have their gang submitted on here 24 hrs before start so myself or SubArbitrator Dan, can make sure list is legal. For those players joining after the first session there will be an underdog mechanic to help starting gangs if they play against veterans, please get your gang to me/dan before whichever session you are wanting to join commences, where we can check legality and I can explain bonuses in full.

by BranBuccarcher, 5mth