QUINSPIRUS DOCKS Campaign
Campaign Gangs
rating | reputation | wealth | kills | battles | territories
Below the foundries and salvage yards of Quinspirus Hive, the dockyards and shanty-towns of the Quinspirus wharf-yards cut into the edge of the Worldsump. Pirates and gangs fight over these territories where cargoes are unloaded and transferred to overland caravans.
Territories
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Bone Shrine
Cawdor (GotU)
The Spear Flies True -
Drinking Hole
Delaque (GotU)
The Spear Flies True -
Refuse Drift
Cawdor (GotU)
The Spear Flies True -
Settlement
The Spear Flies True
-
Stinger Mould Sprawl
Escher (GotU)
The Spear Flies True -
Generatorium
Van Saar (GotU)
The All Seeing Assembly -
Narco Den
Escher (GotU)
The All Seeing Assembly -
Promethium Cache
The All Seeing Assembly
-
Refuse Drift
Cawdor (GotU)
The All Seeing Assembly -
Workshop
The All Seeing Assembly
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Collapsed Dome
Miners and Labourers Union of Treacle Mine Seven
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Corpse Farm
Cawdor (GotU)
Miners and Labourers Union of Treacle Mine Seven -
Rogue Doc Shop
Miners and Labourers Union of Treacle Mine Seven
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Settlement
Miners and Labourers Union of Treacle Mine Seven
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Slave Pits
Miners and Labourers Union of Treacle Mine Seven
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Collapsed Dome
Broadneck Bonesnappers
-
Gambling Den
Delaque (GotU)
Broadneck Bonesnappers -
Needle Ways
Delaque (GotU)
Broadneck Bonesnappers -
Old Ruins
Broadneck Bonesnappers
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Sludge Sea
Broadneck Bonesnappers
Battle Rescue Mission
Battle The Trap
Krobar was the fighter of the match causing three casualties on his own and was untouchably tough!
Event
A printable list of all special rules for your gangs, just copy and paste in the URL to your gang's Yaktribe roster.
https://remysparks.pythonanywh...
Event
HELLFACTS
The settlement of Hellfacts sprawls across an ancient dockyard deep in the bowels of Quinspirus Hive, where the Worldsump sucks at the pilings and slowly drowns docks and quays in its turgid sludge. Tavern lights perpetually reflect from the oil-slick surface, but do not penetrate far into the thick fogs which inevitably shroud both path and pier.
Drinking holes are full of scum and villainy, and a steady flow of credits. Pirates find Hellfacts a convenient harbour, deep and well sheltered against the storms out in the Wastes. Caravans also often find Hellfacts convenient, only a full day’s journey by slipway to the Great Lift, and the Overland beyond it. And treasure hunters are here in plenty, pillaging wrecks and plumbing the Sunken Levels in search of archaeotech.
Between black markets, taverns, gambling houses, and fighting pits, Hellfacts can relieve you of whatever credits you may have managed to acquire. Sometimes you will even get something in exchange.
DARK MOUTH
Not far from Hellfacts, Dark Mouth is a ramshackle shanty-town which depends upon the Spider trade. Two hundred years ago, three families set up shop here, hunting Sump Spiders and other ancient and terrible beasts that prowl the Worldsump. These expeditions of “Wailers” strike out into the fogs, and when they are successful, briefly live like kings. When they are not successful, they only live briefly.
BADFORD
A millennia-old typographical mishap, Badford should have been Bad Fjord, named for the long finger of the Worldsump which points deep into the heart of this industrial Chemtown. Cut by centuries of industrial waste runoff, the Scar bites deep into the core of the work-shantys, and today provides much of the resources used by the chemical factoria built on its shoreline. Respirators here are a must, and full hazard suits preferred, as the fogs here are usually acidically toxic. Servitor crews mine the semi-liquid Scar around the clock, and numerous slave uprisings have been harshly put down by the Imperial Enforcers over the centuries.
Battle Shootout
Battle Mercator Warehouse Heist gang raid
Event
[Notes: The Spear Flies True managed to acquire an Isotropic Fuel Rod from the Trading Post, thanks to their contacts among the Ratling traders, and with its assistance has converted their Old Ruins territory on the edge of Hell Facts peninsula into a Settlement - a semi-public Gardens, as it were. The fungus fields there have quickly become a forest, and the harvesting of mushrooms for lumber as well as for medicinal use has begun in earnest.]
Scenarios that can help represent:
* Ghast Harvest
* Scavenge
* Fungi Lumberjacks
Badzones environments that can help represent:
* DOME JUNGLE Local flora and fungi has claimed the dome for their own, the crumbling remains of habitation completely overgrown by twisting creepers and deadly Carnivorous Plants. EFFECTS When setting up the battlefield, try to include at least six large areas of Carnivorous Plants terrain, as detailed in the Carnivorous Plants section of Badzones Terrain. For the duration of the battle, the Strength of Carnivorous Plants is increased by 1 and the range of their attacks is increased by 3" (see Badzones Terrain). In addition, if players are using the rules for destroying Carnivorous Plants then all wounded plants heal 1 Damage point in the End phase. The thick foliage and drifting spores limit vision. Shooting attacks made at Long range suffer an additional -1 to hit in addition to any other modifiers.
-- BARBED VENOMGORSE Barbed Snares: If any part of a fighter’s movement takes them within 3" of a Barbed Venomgorse (measuring this distance from the plant’s branches), once the fighter has completed their movement, they must make an Initiative check. If they fail, they take a Strength 3 hit that causes 1 Damage and has the Web Trait. Unmodified Armour rolls may be made against this hit as normal. Wasting Toxin: In the End phase, a fighter who has taken at least one hit from a Barbed Venomgorse must make a Strength check or reduce their Strength characteristic by 1. If the fighter’s Strength reaches 0, they count as having been taken Out of Action and are removed from the battlefield.
-- SHARDWRACK SPINES Walls of Spines: If a fighter’s movement takes them within 3" of any Shardwrack Spines (measuring this distance from the plant’s branches), once the fighter has completed their movement, they must make an Initiative check. If they fail, they take a Strength 2 hit with an AP of -3 that causes 1 Damage. Spitting Spines: In the End phase of each round, roll a D6 for each grove of Shardwrack Spines. On a 4+, it shoots spines at the closest fighter within 12". Count this attack as being from an autopistol (see page 125 of Necromunda: Gangs of the Underhive) with a BS of 4+. If the attack scores more than one hit, it must spread these out to as many models as possible. This attack cannot run out of ammo.
-- SPORE CLOUDS Virulent spores fill the dome, drifting on the hive winds and making the air dangerous to breathe as they seek out new hosts for their parent plant. EFFECTS After a fighter completes their activation, their controlling player must roll a D6. On a 1, they have attracted a swarm of spores. Roll a D6 to see what effects the spores have: 1-2 Centre a choke grenade on the fighter and work out its effects. 3-4 Centre a scare grenade on the fighter and work out its effects. 5-6 Centre a smoke grenade on the fighter and work out its effects. Additional Effects: If the Environment is a Dome Jungle, use 5" Blast markers for the grenade’s effects rather than 3" Blast markers, and count the radius of the smoke grenade as 2" larger.
* Only Template weapons with the Blaze or Gas traits can damage Carnivorous Plants. If a plant takes a hit from one of these weapons, roll a D6. On a 1 or 2, the attack has had no significant effect. On a 3, 4 or 5, place a Damage token next to the plant. On a 6, place two Damage tokens next to the plant. Once the plant has five Damage tokens, it is destroyed and should be removed from the battlefield.
Battle Monster Hunt
Battle Escape The Pit
Event
"Perched on the edge of the Worldsump, the Quinspirus Cluster was once a great Necromundan seaport. Despite the millennia of pollution that turned the planet’s oceans to sludge, sump-skiffs still embark from the sunken docks to seek out the riches of the Worldsump Ocean. The Ironbones Goliaths ply these toxic waters, gathering up sunken treasures and pillaging the free sump settlements. Their skin bleached white by the poisonous fog that hangs perpetually over the Worldsump, the Ironbones look like nothing less than giant revenants come to claim the living. To play up this terrifying image, the Ironbones paint skull features over their faces in soot, or press bloody handprints upon their chests. When it has filled its holds with plunder, an Ironbones war-skiff returns to the hanging forges of the Quinspirus Cluster. Suspended beneath the ancient dock works, these gantry factories glimmer in the toxic fog, their forges acting as makeshift lighthouses for the Ironbones’ vessels. Periodically, other clans and their gangs will launch assaults against the Ironbones’ hanging forges, fighters rappelling down from the abandoned shipyards above. To date, though, the savage Goliaths of Quinspirus have always seen them off, the bodies of their enemies doomed to sway in the poisonous winds beneath the docks as a warning to others." [House of Chains, p35]
Event
Lootier Caskets:
To improve the worth and variety of paying attention to the Loot Caskets that are present in most scenarios, we can use Goonhammer’s “Lost Zone Loot Casket” rules, whenever both players agree to do so.
Battle Clandestine Rendevous
Battle Explore the Depths
Event
THE THICK OF FOG optional environmental effect
The thick chemical fogs along the coasts of the Worldsump necessitate lighthouses to warn vessels off from rockcrete outcroppings and wreckage.
VISIBILITY (X")
Roll a D6 to determine X":
1 Full Night Cycle or Pea Souper: Visibility (3").
2-3 Near Night or Dense Cloud: Visibility (6").
4-5 Near Day or Lighthouse Nearby: Visibility (12").
6 Full Day Cycle or Misty: Visibility (24").
All models are Hidden by default. Become Revealed (no
longer Hidden) in the following situations:
● Ablaze: while suffering the Blaze condition.
● Refractor field worn: Always.
● Photo-lumens carried: Always.
● Holochromatic Field: While operational.
● Rad-phaged (Van Saar Tech skill): Always.
● Ranged weapon: When used (except Silent weapons).
● Power weapon: When used.
● Irradiated Coolant (Toxic Downpour battlefield environmental effect): While in effect.
● Vehicles: When moving.
Ranged attacks and Charges can only be made against
targets that meet at least one of the following criteria:
● Revealed (see above).
● Within X”.
● Within X+9” with infra-scope, photo-goggles or
photo-lumens.
● Within any range for fighters using "And Lo His Gaze did
Illuminate them!" (Cawdor Path of the Faithful).
In each End phase, Revealed fighters become Hidden (no
longer Revealed), unless being affected by any of the
exceptions above.
Additionally, in Ash Wastes scenarios:
● All weapons use Long Range accuracy (regardless
of actual distance).
● Affects where terrain can be placed when coming
into view (Rolling Roads).
Event
Campaign docs.
Ninety-Fivers campaigns: https://drive.google.com/file/...
Campaign setting document: https://docs.google.com/docume...
Campaign scenarios: https://drive.google.com/file/...
Scenarios compilation: https://drive.google.com/file/...
Drive: https://drive.google.com/drive...
Event
UNDERDOGS:
After the battle the fighters in the Crew with the lower Crew Rating gain additional XP based upon the differences in Crew Rating as indicated by the Underdog XP Bonus table below. Only fighters who participated in the battle gain the bonus XP, win or loss.
Underdog XP Bonus
Rating Difference XP bonus
-100 to -249 1 per fighter
-250 to -499 2 per fighter
-500 to -999 3 per fighter
-1000 or more 4 per fighter
ADDITIONAL EXPERIENCE OPTION:
MVG (Most valuable ganger) experience bonus at the end of a scenario. Each player gets to choose one fighter on the opposite side to get get a bonus 2xp.
This could be for being badass, trying something crazy and pulling it off, or surviving on impossible odds. It is good recalling something cool that happened in game, promotes narrative play and gives everyone a bit of an xp boost, when xp is hard to come by in campaigns.
LASTING INJURIES:
When a fighter is taken Out Of Action, one roll on the Lasting Injuries Table is made no matter how many wounds were caused, or how many OOA results were rolled.
Event
SUMP SEA optional Environment
A bubbling morass of toxic goo, the sump boils up from below, flooding entire levels with an ocean of waste and forcing fighters to take to boats or bridges to cross it.
EFFECTS
If playing a Zone Mortalis game, discard this Environment. When setting up the Sector Mechanicus or Ash Wastes battlefield, try to set up as many walkways and raised sections as possible, and allow for at least one path from one side of the battlefield to the other without descending to the Battlefield Surface.
The ground level surface is a Sump Sea and fighters must remain on the upper levels or, if at ground level (i.e., level with the sea), must remain on pieces of terrain.
As soon as a fighter who is not subject to the Mounted condition falls or moves onto the Sump then their
activation ends. Fighters that fall onto the Sump do not take falling damage.
If a fighter begins their activation on the Sump, they must check to see if they start to drown. Make a Strength
check for the fighter. If they pass, they may move D6" in any direction (which may get them back onto a vehicle
or terrain piece). If they fail, then they remain in place and suffer a Flesh Wound. In both cases their activation
immediately ends.
Waterborne vehicles (See N23 Apocrypha Necromunda: Spiders of the Sump Sea) or Skimmer vehicles and mounts can freely travel the Sump surface. Fighters subject to the Mounted condition are considered to be riding on small craft, grav-cutters, sump
creatures, etc, that can operate in a sump seas environment.
Fighters on the Sump are considered to be in Full Cover and cannot become Prone and Pinned (note, this
means that fighters subject to the Mounted condition are not affected by the “I Get Knocked Down...” rule).
If a fighter on the Sump ever becomes Prone and Seriously Injured, they are instead taken Out of Action.
Battle Border Dispute
Battle Tunnel Skirmish
Event
"The Quinspirus Cluster is situated on the edge of a virtually solidified sludge sea called the Worldsump Ocean. At one time, when the sea was still navigable, the area included vast dockyards. These now remain buried deep within the undercity of the centrally located Quinspirus Hive.
This hive city has five great spires -- hence its name, which means "five towers" in the local dialect of Low Gothic and which gives its name to the whole hive cluster in the region.
The cavernous warehouses of the ancient waterfronts have been the scene of many savage gang wars, in particular between gangs subservient to Houses Orlock and Delaque." [N17 Core Rule Book, p15]
Battle Takeover
Battle Sneak Attack
Pins and needles on the sneaky sneaking through the pirate shanty town after lights out.
Event
"Located on the shores of the World Sump Ocean, the hives of the Quinspirus Cluster are a trade nexus for the eastern hemisphere of Necromunda. Goods from countless smaller hives are ferried across the toxic ocean to the cluster where they are then loaded onto trains and cargo haulers to cross the Great Ash Road to Hive Primus. It makes sense, then, that House Orlock has a stake here. At the behest of the Mercator Gelt, House Orlock runs the Quinspirus shipping fleets and keeps the tollway to the Great Ash Road open. While it is a lucrative operation, it is also a heavily contested one. Sumpsea pirates are a constant threat to the sludge-barges that must cross the World Sump, while the tollway runs right through the ancestral lands of the Syoeen Ash Waste Nomad tribes. The clan is forced to spend much of its profits on heavy weapons, armoured rigs and cloud-runners to keep the locals in check. However, many Orlock gangers savour working the Quinspirus Cluster as there are few things as satisfying as crushing an Ash Wastes dune-stalker under the wheels of your dune-crawler." [House of Iron, p27]
Battle Ghast Harvest
Battle Stand-off
Umbra opened a Loot Crate and set off the booby trap, seriously injuring himself and pinning several of his gang members around him.
Event
SCENARIO SELECTION:
2D6 Result Scenario Options
2-5 That's My Turf! Takeover / Border Dispute / Sneak Attack
6-7 Territory Toll Bridge / Escape the Pit / Escape the Badzone
8-9 Death Match Stand-off / The Trap / Ambush
10-12 Underdog Lower-Ranked player picks Scenario and Attack/Defend
Thematic choices for picking a scenario include:
* Gang Raid: Bar Brawl
* Gang Raid: Mercator Storehouse Heist
* Gang Raid: Daylight Robbery
* Zone Mortalis: Riches In The Dark
* Zone Mortalis: Forgotten Riches
* Sector Mechanicus: Big Bar Brawl
* Sector Mechanicus: Ghast Harvest
* Sector Mechanicus: Search And Destroy
* Sector Mechanicus: Propaganda
* Sector Mechanicus: Scavenge
* Ash Wastes: Midnight Sea
* Ash Wastes: Boarding Action
* Sector Mechanicus: Harbour Cargo Takeover
* Ash Wastes: Sump Spiders Hunt
Campaign Scenarios Pack Link.


